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author3gg <3gg@shellblade.net>2023-05-30 09:31:16 -0700
committer3gg <3gg@shellblade.net>2023-05-30 09:31:16 -0700
commitf7863ba011432d1c9b28601dfb5dcece2c37fd62 (patch)
tree30157e0ae3ea7b3ae523e843c00921fb5026a6ca
parent42c59e0892507c577611b7af7dde90775dfe7aa0 (diff)
Move debug rendering to the renderer.
-rw-r--r--gfx/include/gfx/renderer.h16
-rw-r--r--gfx/src/renderer/renderer.c64
-rw-r--r--gfx/src/renderer/renderer_impl.h11
-rw-r--r--gltfview/src/game.c32
4 files changed, 86 insertions, 37 deletions
diff --git a/gfx/include/gfx/renderer.h b/gfx/include/gfx/renderer.h
index 1517af6..13e6c2c 100644
--- a/gfx/include/gfx/renderer.h
+++ b/gfx/include/gfx/renderer.h
@@ -17,8 +17,22 @@ typedef struct Renderer Renderer;
17// Main Renderer. 17// Main Renderer.
18// ----------------------------------------------------------------------------- 18// -----------------------------------------------------------------------------
19 19
20typedef enum RenderSceneMode {
21 RenderDefault,
22 RenderDebug,
23 RenderNormals,
24 RenderNormalMappedNormals,
25 RenderTangents
26} RenderSceneMode;
27
28typedef struct RenderSceneParams {
29 RenderSceneMode mode;
30 const Scene* scene;
31 const SceneCamera* camera;
32} RenderSceneParams;
33
20/// Render the scene. 34/// Render the scene.
21void gfx_render_scene(Renderer*, const Scene*, const SceneCamera*); 35void gfx_render_scene(Renderer*, const RenderSceneParams*);
22 36
23// ----------------------------------------------------------------------------- 37// -----------------------------------------------------------------------------
24// Immediate Mode Renderer. 38// Immediate Mode Renderer.
diff --git a/gfx/src/renderer/renderer.c b/gfx/src/renderer/renderer.c
index 1e96873..bddde90 100644
--- a/gfx/src/renderer/renderer.c
+++ b/gfx/src/renderer/renderer.c
@@ -11,6 +11,7 @@
11 11
12#include <gfx/render_backend.h> 12#include <gfx/render_backend.h>
13#include <gfx/util/ibl.h> 13#include <gfx/util/ibl.h>
14#include <gfx/util/shader.h>
14 15
15#include <log/log.h> 16#include <log/log.h>
16#include <math/mat4.h> 17#include <math/mat4.h>
@@ -40,8 +41,22 @@ void renderer_destroy(Renderer* renderer) {
40 return; 41 return;
41 } 42 }
42 assert(renderer->render_backend); 43 assert(renderer->render_backend);
44 RenderBackend* render_backend = renderer->render_backend;
43 if (renderer->ibl) { 45 if (renderer->ibl) {
44 gfx_destroy_ibl(renderer->render_backend, &renderer->ibl); 46 gfx_destroy_ibl(render_backend, &renderer->ibl);
47 }
48 if (renderer->shaders.debug) {
49 gfx_destroy_shader_program(render_backend, &renderer->shaders.debug);
50 }
51 if (renderer->shaders.normals) {
52 gfx_destroy_shader_program(render_backend, &renderer->shaders.normals);
53 }
54 if (renderer->shaders.normal_mapped_normals) {
55 gfx_destroy_shader_program(
56 render_backend, &renderer->shaders.normal_mapped_normals);
57 }
58 if (renderer->shaders.tangents) {
59 gfx_destroy_shader_program(render_backend, &renderer->shaders.tangents);
45 } 60 }
46} 61}
47 62
@@ -64,6 +79,36 @@ static bool init_ibl(Renderer* renderer) {
64 return true; 79 return true;
65} 80}
66 81
82static ShaderProgram* load_shader(Renderer* renderer, RenderSceneMode mode) {
83 assert(renderer);
84
85#define LOAD_AND_RETURN(pShader, constructor) \
86 { \
87 if (!pShader) { \
88 pShader = constructor(renderer->render_backend); \
89 } \
90 assert(pShader); \
91 return pShader; \
92 }
93
94 switch (mode) {
95 case RenderDefault:
96 return 0;
97 case RenderDebug:
98 LOAD_AND_RETURN(renderer->shaders.debug, gfx_make_debug3d_shader);
99 case RenderNormals:
100 LOAD_AND_RETURN(renderer->shaders.normals, gfx_make_view_normals_shader);
101 case RenderNormalMappedNormals:
102 LOAD_AND_RETURN(
103 renderer->shaders.normal_mapped_normals,
104 gfx_make_view_normal_mapped_normals_shader);
105 case RenderTangents:
106 LOAD_AND_RETURN(renderer->shaders.tangents, gfx_make_view_tangents_shader);
107 }
108 assert(false);
109 return 0;
110}
111
67// static void log_matrix(const mat4* m) { 112// static void log_matrix(const mat4* m) {
68// for (int row = 0; row < 4; ++row) { 113// for (int row = 0; row < 4; ++row) {
69// LOGI("[ %5.2f, %5.2f, %5.2f, %5.2f ]", m->val[0][row], m->val[1][row], 114// LOGI("[ %5.2f, %5.2f, %5.2f, %5.2f ]", m->val[0][row], m->val[1][row],
@@ -124,6 +169,7 @@ cleanup:
124typedef struct RenderState { 169typedef struct RenderState {
125 RenderBackend* render_backend; 170 RenderBackend* render_backend;
126 Renderer* renderer; 171 Renderer* renderer;
172 ShaderProgram* shader; // Null to use scene shaders.
127 const Scene* scene; 173 const Scene* scene;
128 const Camera* camera; 174 const Camera* camera;
129 const mat4* camera_rotation; // From camera to world space, rotation only. 175 const mat4* camera_rotation; // From camera to world space, rotation only.
@@ -209,7 +255,7 @@ static void draw_recursively(
209 // relatively large, but still, the culling would be conservative. 255 // relatively large, but still, the culling would be conservative.
210 256
211 // Apply common shader uniforms not captured by materials. 257 // Apply common shader uniforms not captured by materials.
212 ShaderProgram* shader = mesh->shader; 258 ShaderProgram* shader = state->shader ? state->shader : mesh->shader;
213 gfx_set_mat4_uniform(shader, "ModelMatrix", &model_matrix); 259 gfx_set_mat4_uniform(shader, "ModelMatrix", &model_matrix);
214 gfx_set_mat4_uniform(shader, "Modelview", &modelview); 260 gfx_set_mat4_uniform(shader, "Modelview", &modelview);
215 gfx_set_mat4_uniform(shader, "View", state->view_matrix); 261 gfx_set_mat4_uniform(shader, "View", state->view_matrix);
@@ -259,11 +305,16 @@ static void draw_recursively(
259 } 305 }
260} 306}
261 307
262void gfx_render_scene( 308void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) {
263 Renderer* renderer, const Scene* scene, const SceneCamera* camera) {
264 assert(renderer); 309 assert(renderer);
265 assert(scene); 310 assert(params);
266 assert(camera); 311 assert(params->scene);
312 assert(params->camera);
313
314 ShaderProgram* const shader = load_shader(renderer, params->mode);
315
316 const Scene* scene = params->scene;
317 const SceneCamera* camera = params->camera;
267 318
268 RenderBackend* render_backend = renderer->render_backend; 319 RenderBackend* render_backend = renderer->render_backend;
269 320
@@ -280,6 +331,7 @@ void gfx_render_scene(
280 RenderState state = { 331 RenderState state = {
281 .render_backend = render_backend, 332 .render_backend = render_backend,
282 .renderer = renderer, 333 .renderer = renderer,
334 .shader = shader,
283 .scene = scene, 335 .scene = scene,
284 .camera = &camera->camera, 336 .camera = &camera->camera,
285 .camera_rotation = &camera_rotation, 337 .camera_rotation = &camera_rotation,
diff --git a/gfx/src/renderer/renderer_impl.h b/gfx/src/renderer/renderer_impl.h
index b25d14c..1e28eb5 100644
--- a/gfx/src/renderer/renderer_impl.h
+++ b/gfx/src/renderer/renderer_impl.h
@@ -4,13 +4,20 @@
4 4
5#include <stdbool.h> 5#include <stdbool.h>
6 6
7typedef struct IBL IBL; 7typedef struct IBL IBL;
8typedef struct Texture Texture; 8typedef struct ShaderProgram ShaderProgram;
9typedef struct Texture Texture;
9 10
10typedef struct Renderer { 11typedef struct Renderer {
11 RenderBackend* render_backend; 12 RenderBackend* render_backend;
12 IBL* ibl; 13 IBL* ibl;
13 Texture* brdf_integration_map; 14 Texture* brdf_integration_map;
15 struct {
16 ShaderProgram* debug;
17 ShaderProgram* normals;
18 ShaderProgram* normal_mapped_normals;
19 ShaderProgram* tangents;
20 } shaders;
14} Renderer; 21} Renderer;
15 22
16/// Create a new renderer. 23/// Create a new renderer.
diff --git a/gltfview/src/game.c b/gltfview/src/game.c
index 698267e..c711ce1 100644
--- a/gltfview/src/game.c
+++ b/gltfview/src/game.c
@@ -40,24 +40,6 @@ static const char* GIRL =
40 40
41static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; 41static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp";
42 42
43// TODO: Move this debug rendering to the renderer.
44static ShaderProgram* load_shader(
45 RenderBackend* render_backend, const char* view_mode) {
46 ShaderProgram* shader = 0;
47 if (strcmp(view_mode, "debug") == 0) {
48 shader = gfx_make_debug3d_shader(render_backend);
49 } else if (strcmp(view_mode, "normals") == 0) {
50 shader = gfx_make_view_normals_shader(render_backend);
51 } else if (strcmp(view_mode, "normal_mapped_normals") == 0) {
52 shader = gfx_make_view_normal_mapped_normals_shader(render_backend);
53 } else if (strcmp(view_mode, "tangents") == 0) {
54 shader = gfx_make_view_tangents_shader(render_backend);
55 } else {
56 shader = gfx_make_cook_torrance_shader(render_backend);
57 }
58 return shader;
59}
60
61/// Load the skyquad texture. 43/// Load the skyquad texture.
62static Texture* load_environment_map(RenderBackend* render_backend) { 44static Texture* load_environment_map(RenderBackend* render_backend) {
63 return gfx_load_texture( 45 return gfx_load_texture(
@@ -111,12 +93,6 @@ static SceneNode* load_scene(
111 return 0; 93 return 0;
112 } 94 }
113 95
114 // TODO: Move the debug rendering to the renderer.
115 // ShaderProgram* shader = load_shader(game->render_backend, view_mode);
116 // if (!shader) {
117 // return false;
118 // }
119
120 SceneNode* scene_node = gfx_load_scene( 96 SceneNode* scene_node = gfx_load_scene(
121 game->gfx, sky_light_node, 97 game->gfx, sky_light_node,
122 &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath}); 98 &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath});
@@ -285,16 +261,16 @@ void game_update(Game* game, double t, double dt) {
285} 261}
286 262
287void game_render(const Game* game) { 263void game_render(const Game* game) {
288 gfx_render_scene(game->renderer, game->scene, game->camera); 264 gfx_render_scene(
265 game->renderer,
266 &(RenderSceneParams){
267 .mode = RenderDefault, .scene = game->scene, .camera = game->camera});
289 268
290 ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); 269 ImmRenderer* imm = gfx_get_imm_renderer(game->gfx);
291 assert(imm); 270 assert(imm);
292 gfx_imm_start(imm); 271 gfx_imm_start(imm);
293 gfx_imm_set_camera(imm, gfx_get_camera_camera(game->camera)); 272 gfx_imm_set_camera(imm, gfx_get_camera_camera(game->camera));
294 gfx_imm_set_colour(imm, vec4_make(0.2, 0.2, 1.0, 0.3)); 273 gfx_imm_set_colour(imm, vec4_make(0.2, 0.2, 1.0, 0.3));
295 // DEBUG
296 // const aabb3 box = aabb3_make(vec3_make(0, 0, 0), vec3_make(1, 1, 1));
297 // gfx_imm_draw_aabb(imm, box);
298 render_bounding_boxes(imm, gfx_get_scene_root(game->scene)); 274 render_bounding_boxes(imm, gfx_get_scene_root(game->scene));
299 gfx_imm_end(imm); 275 gfx_imm_end(imm);
300} 276}