diff options
| -rw-r--r-- | gfx/include/gfx/renderer.h | 23 | ||||
| -rw-r--r-- | gfx/include/gfx/sizes.h | 3 | ||||
| -rw-r--r-- | gfx/src/renderer/imm_renderer.c | 120 | ||||
| -rw-r--r-- | gfx/src/renderer/imm_renderer_impl.h | 6 |
4 files changed, 131 insertions, 21 deletions
diff --git a/gfx/include/gfx/renderer.h b/gfx/include/gfx/renderer.h index 13e6c2c..c420889 100644 --- a/gfx/include/gfx/renderer.h +++ b/gfx/include/gfx/renderer.h | |||
| @@ -1,5 +1,6 @@ | |||
| 1 | #pragma once | 1 | #pragma once |
| 2 | 2 | ||
| 3 | #include <math/aabb2.h> | ||
| 3 | #include <math/aabb3.h> | 4 | #include <math/aabb3.h> |
| 4 | #include <math/camera.h> | 5 | #include <math/camera.h> |
| 5 | #include <math/mat4.h> | 6 | #include <math/mat4.h> |
| @@ -56,13 +57,31 @@ void gfx_imm_draw_triangles(ImmRenderer*, const vec3[], size_t num_triangles); | |||
| 56 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); | 57 | void gfx_imm_draw_triangle(ImmRenderer*, const vec3[3]); |
| 57 | 58 | ||
| 58 | /// Draw a bounding box. | 59 | /// Draw a bounding box. |
| 59 | void gfx_imm_draw_aabb(ImmRenderer*, aabb3); | 60 | void gfx_imm_draw_aabb2(ImmRenderer*, aabb2); |
| 61 | |||
| 62 | /// Draw a bounding box. | ||
| 63 | void gfx_imm_draw_aabb3(ImmRenderer*, aabb3); | ||
| 60 | 64 | ||
| 61 | /// Set the camera. | 65 | /// Set the camera. |
| 62 | void gfx_imm_set_camera(ImmRenderer*, const Camera*); | 66 | void gfx_imm_set_camera(ImmRenderer*, const Camera*); |
| 63 | 67 | ||
| 64 | /// Set the model matrix. | 68 | /// Load an identity model matrix. Clears the matrix stack. |
| 69 | void gfx_imm_load_identity(ImmRenderer* renderer); | ||
| 70 | |||
| 71 | /// Push the given matrix to the matrix stack. | ||
| 72 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix); | ||
| 73 | |||
| 74 | /// Pop the top of the matrix stack. | ||
| 75 | void gfx_imm_pop_matrix(ImmRenderer* renderer); | ||
| 76 | |||
| 77 | /// Push a translation matrix to the matrix stack. | ||
| 78 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset); | ||
| 79 | |||
| 80 | /// Set the model matrix. Clears the matrix stack. | ||
| 65 | void gfx_imm_set_model_matrix(ImmRenderer*, const mat4*); | 81 | void gfx_imm_set_model_matrix(ImmRenderer*, const mat4*); |
| 66 | 82 | ||
| 83 | /// Set the view-projection matrix. | ||
| 84 | void gfx_imm_set_view_projection_matrix(ImmRenderer*, const mat4*); | ||
| 85 | |||
| 67 | /// Set the render colour. | 86 | /// Set the render colour. |
| 68 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); | 87 | void gfx_imm_set_colour(ImmRenderer*, vec4 colour); |
diff --git a/gfx/include/gfx/sizes.h b/gfx/include/gfx/sizes.h index 9f13e30..f2ace8a 100644 --- a/gfx/include/gfx/sizes.h +++ b/gfx/include/gfx/sizes.h | |||
| @@ -80,6 +80,9 @@ | |||
| 80 | /// frame. | 80 | /// frame. |
| 81 | #define IMM_MAX_NUM_TRIANGLES 1024 | 81 | #define IMM_MAX_NUM_TRIANGLES 1024 |
| 82 | 82 | ||
| 83 | /// Maximum number of matrices in the immediate-mode renderer's matrix stack. | ||
| 84 | #define IMM_MAX_NUM_MATRICES 32 | ||
| 85 | |||
| 83 | // Gfx. | 86 | // Gfx. |
| 84 | 87 | ||
| 85 | #define GFX_MAX_NUM_SCENES 4 | 88 | #define GFX_MAX_NUM_SCENES 4 |
diff --git a/gfx/src/renderer/imm_renderer.c b/gfx/src/renderer/imm_renderer.c index 12b642c..492c7af 100644 --- a/gfx/src/renderer/imm_renderer.c +++ b/gfx/src/renderer/imm_renderer.c | |||
| @@ -33,6 +33,9 @@ bool imm_renderer_make(ImmRenderer* renderer, RenderBackend* render_backend) { | |||
| 33 | goto cleanup; | 33 | goto cleanup; |
| 34 | } | 34 | } |
| 35 | 35 | ||
| 36 | renderer->matrix_stack[0] = mat4_id(); | ||
| 37 | renderer->stack_pointer = 0; | ||
| 38 | |||
| 36 | gfx_imm_set_colour(renderer, vec4_make(0.0, 0.0, 0.0, 1.0)); | 39 | gfx_imm_set_colour(renderer, vec4_make(0.0, 0.0, 0.0, 1.0)); |
| 37 | 40 | ||
| 38 | return true; | 41 | return true; |
| @@ -79,17 +82,16 @@ void imm_renderer_flush(ImmRenderer* renderer) { | |||
| 79 | void gfx_imm_start(ImmRenderer* renderer) { | 82 | void gfx_imm_start(ImmRenderer* renderer) { |
| 80 | assert(renderer); | 83 | assert(renderer); |
| 81 | 84 | ||
| 85 | // Shader uniforms are applied lazily. | ||
| 86 | // TODO: In the event that gfx_activate_shader_program() activates uniforms | ||
| 87 | // automatically for convenience, call an overload here that doesn't do so. | ||
| 82 | ShaderProgram* shader = renderer->shader; | 88 | ShaderProgram* shader = renderer->shader; |
| 83 | gfx_activate_shader_program(shader); | 89 | gfx_activate_shader_program(shader); |
| 84 | // TODO: Having to apply manually is annoying. Maybe just apply implicitly | 90 | |
| 85 | // when the program is activated? | 91 | // TODO: Move this to the gltf_view program. |
| 86 | // Note that then we'll need to be able to just gfx_apply_uniforms() in | 92 | // gfx_set_blending(renderer->render_backend, true); |
| 87 | // flush(). | 93 | // gfx_set_depth_mask(renderer->render_backend, false); |
| 88 | // gfx_set_culling(renderer->render_backend, false); | 94 | // gfx_set_polygon_offset(renderer->render_backend, 0.5f, 0.5f); |
| 89 | gfx_apply_uniforms(shader); | ||
| 90 | gfx_set_blending(renderer->render_backend, true); | ||
| 91 | gfx_set_depth_mask(renderer->render_backend, false); | ||
| 92 | gfx_set_polygon_offset(renderer->render_backend, 0.5f, 0.5f); | ||
| 93 | } | 95 | } |
| 94 | 96 | ||
| 95 | void gfx_imm_end(ImmRenderer* renderer) { | 97 | void gfx_imm_end(ImmRenderer* renderer) { |
| @@ -97,10 +99,11 @@ void gfx_imm_end(ImmRenderer* renderer) { | |||
| 97 | 99 | ||
| 98 | imm_renderer_flush(renderer); | 100 | imm_renderer_flush(renderer); |
| 99 | 101 | ||
| 100 | gfx_set_polygon_offset(renderer->render_backend, 0.0f, 0.0f); | 102 | // TODO: Move this to the gltf_view program. |
| 101 | gfx_set_depth_mask(renderer->render_backend, true); | 103 | // gfx_set_polygon_offset(renderer->render_backend, 0.0f, 0.0f); |
| 102 | gfx_set_blending(renderer->render_backend, false); | 104 | // gfx_set_depth_mask(renderer->render_backend, true); |
| 103 | // gfx_set_culling(renderer->render_backend, true); | 105 | // gfx_set_blending(renderer->render_backend, false); |
| 106 | |||
| 104 | gfx_deactivate_shader_program(renderer->shader); | 107 | gfx_deactivate_shader_program(renderer->shader); |
| 105 | } | 108 | } |
| 106 | 109 | ||
| @@ -123,9 +126,28 @@ void gfx_imm_draw_triangle(ImmRenderer* renderer, const vec3 verts[3]) { | |||
| 123 | gfx_imm_draw_triangles(renderer, verts, 1); | 126 | gfx_imm_draw_triangles(renderer, verts, 1); |
| 124 | } | 127 | } |
| 125 | 128 | ||
| 126 | void gfx_imm_draw_aabb(ImmRenderer* renderer, aabb3 box) { | 129 | void gfx_imm_draw_aabb2(ImmRenderer* renderer, aabb2 box) { |
| 130 | assert(renderer); | ||
| 131 | |||
| 132 | // clang-format off | ||
| 133 | const vec3 verts[4] = { | ||
| 134 | vec3_make(box.min.x, box.min.y, 0), // 3 ---- 2 | ||
| 135 | vec3_make(box.max.x, box.min.y, 0), // | | | ||
| 136 | vec3_make(box.max.x, box.max.y, 0), // | | | ||
| 137 | vec3_make(box.min.x, box.max.y, 0)}; // 0 ---- 1 | ||
| 138 | // clang-format on | ||
| 139 | |||
| 140 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | ||
| 141 | const vec3 tris[6] = {tri(0, 1, 2), tri(0, 2, 3)}; | ||
| 142 | #undef tri | ||
| 143 | |||
| 144 | gfx_imm_draw_triangles(renderer, tris, 2); | ||
| 145 | } | ||
| 146 | |||
| 147 | void gfx_imm_draw_aabb3(ImmRenderer* renderer, aabb3 box) { | ||
| 127 | assert(renderer); | 148 | assert(renderer); |
| 128 | 149 | ||
| 150 | // clang-format off | ||
| 129 | const vec3 verts[8] = { | 151 | const vec3 verts[8] = { |
| 130 | box.min, // 2 ----- 6 | 152 | box.min, // 2 ----- 6 |
| 131 | vec3_make(box.min.x, box.min.y, box.max.z), // / /| | 153 | vec3_make(box.min.x, box.min.y, box.max.z), // / /| |
| @@ -135,9 +157,9 @@ void gfx_imm_draw_aabb(ImmRenderer* renderer, aabb3 box) { | |||
| 135 | vec3_make(box.max.x, box.min.y, box.max.z), // |/ |/ | 157 | vec3_make(box.max.x, box.min.y, box.max.z), // |/ |/ |
| 136 | vec3_make(box.max.x, box.max.y, box.min.z), // 1 ----- 5 | 158 | vec3_make(box.max.x, box.max.y, box.min.z), // 1 ----- 5 |
| 137 | box.max}; | 159 | box.max}; |
| 160 | // clang-format on | ||
| 138 | 161 | ||
| 139 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] | 162 | #define tri(i0, i1, i2) verts[i0], verts[i1], verts[i2] |
| 140 | |||
| 141 | // TODO: Use vertex indices in Geometry. | 163 | // TODO: Use vertex indices in Geometry. |
| 142 | const vec3 tris[36] = {// Front. | 164 | const vec3 tris[36] = {// Front. |
| 143 | tri(1, 5, 7), tri(1, 7, 3), | 165 | tri(1, 5, 7), tri(1, 7, 3), |
| @@ -151,24 +173,84 @@ void gfx_imm_draw_aabb(ImmRenderer* renderer, aabb3 box) { | |||
| 151 | tri(3, 7, 6), tri(3, 6, 2), | 173 | tri(3, 7, 6), tri(3, 6, 2), |
| 152 | // Bottom. | 174 | // Bottom. |
| 153 | tri(0, 4, 5), tri(0, 5, 1)}; | 175 | tri(0, 4, 5), tri(0, 5, 1)}; |
| 176 | #undef tri | ||
| 154 | 177 | ||
| 155 | gfx_imm_draw_triangles(renderer, tris, 12); | 178 | gfx_imm_draw_triangles(renderer, tris, 12); |
| 156 | } | 179 | } |
| 157 | 180 | ||
| 181 | // Load the top of the matrix stack into the shader. | ||
| 182 | static void update_shader_model_matrix(ImmRenderer* renderer) { | ||
| 183 | assert(renderer); | ||
| 184 | imm_renderer_flush(renderer); | ||
| 185 | gfx_set_mat4_uniform( | ||
| 186 | renderer->shader, "Model", | ||
| 187 | &renderer->matrix_stack[renderer->stack_pointer]); | ||
| 188 | } | ||
| 189 | |||
| 190 | void gfx_imm_load_identity(ImmRenderer* renderer) { | ||
| 191 | assert(renderer); | ||
| 192 | renderer->matrix_stack[0] = mat4_id(); | ||
| 193 | renderer->stack_pointer = 0; | ||
| 194 | update_shader_model_matrix(renderer); | ||
| 195 | } | ||
| 196 | |||
| 197 | void gfx_imm_push_matrix(ImmRenderer* renderer, const mat4* matrix) { | ||
| 198 | assert(renderer); | ||
| 199 | assert(matrix); | ||
| 200 | assert(renderer->stack_pointer >= 0); | ||
| 201 | assert(renderer->stack_pointer < IMM_MAX_NUM_MATRICES); // TODO: hard assert. | ||
| 202 | |||
| 203 | renderer->matrix_stack[renderer->stack_pointer + 1] = | ||
| 204 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer]); | ||
| 205 | renderer->stack_pointer += 1; | ||
| 206 | |||
| 207 | update_shader_model_matrix(renderer); | ||
| 208 | } | ||
| 209 | |||
| 210 | void gfx_imm_pop_matrix(ImmRenderer* renderer) { | ||
| 211 | assert(renderer); | ||
| 212 | assert(renderer->stack_pointer > 0); // TODO: hard assert. | ||
| 213 | |||
| 214 | // For debugging, zero out the matrix stack as matrices are popped out. | ||
| 215 | memset( | ||
| 216 | &renderer->matrix_stack[renderer->stack_pointer], 0, | ||
| 217 | sizeof(renderer->matrix_stack[0])); | ||
| 218 | |||
| 219 | renderer->stack_pointer -= 1; | ||
| 220 | |||
| 221 | update_shader_model_matrix(renderer); | ||
| 222 | } | ||
| 223 | |||
| 224 | void gfx_imm_translate(ImmRenderer* renderer, vec3 offset) { | ||
| 225 | assert(renderer); | ||
| 226 | const mat4 mat = mat4_translate(offset); | ||
| 227 | gfx_imm_push_matrix(renderer, &mat); | ||
| 228 | } | ||
| 229 | |||
| 158 | void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { | 230 | void gfx_imm_set_camera(ImmRenderer* renderer, const Camera* camera) { |
| 159 | assert(renderer); | 231 | assert(renderer); |
| 160 | assert(renderer->shader); | 232 | assert(renderer->shader); |
| 161 | imm_renderer_flush(renderer); | 233 | imm_renderer_flush(renderer); |
| 162 | const mat4 modelview = spatial3_inverse_transform(&camera->spatial); | 234 | const mat4 view = spatial3_inverse_transform(&camera->spatial); |
| 163 | const mat4 mvp = mat4_mul(camera->projection, modelview); | 235 | const mat4 view_proj = mat4_mul(camera->projection, view); |
| 164 | gfx_set_mat4_uniform(renderer->shader, "ViewProjection", &mvp); | 236 | gfx_imm_set_view_projection_matrix(renderer, &view_proj); |
| 165 | } | 237 | } |
| 166 | 238 | ||
| 167 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { | 239 | void gfx_imm_set_model_matrix(ImmRenderer* renderer, const mat4* model) { |
| 168 | assert(renderer); | 240 | assert(renderer); |
| 169 | assert(model); | 241 | assert(model); |
| 170 | imm_renderer_flush(renderer); | 242 | imm_renderer_flush(renderer); |
| 171 | gfx_set_mat4_uniform(renderer->shader, "Model", model); | 243 | renderer->matrix_stack[0] = mat4_id(); |
| 244 | renderer->stack_pointer = 0; | ||
| 245 | update_shader_model_matrix(renderer); | ||
| 246 | } | ||
| 247 | |||
| 248 | void gfx_imm_set_view_projection_matrix( | ||
| 249 | ImmRenderer* renderer, const mat4* view_proj) { | ||
| 250 | assert(renderer); | ||
| 251 | assert(renderer->shader); | ||
| 252 | imm_renderer_flush(renderer); | ||
| 253 | gfx_set_mat4_uniform(renderer->shader, "ViewProjection", view_proj); | ||
| 172 | } | 254 | } |
| 173 | 255 | ||
| 174 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { | 256 | void gfx_imm_set_colour(ImmRenderer* renderer, vec4 colour) { |
diff --git a/gfx/src/renderer/imm_renderer_impl.h b/gfx/src/renderer/imm_renderer_impl.h index 6f4b818..7769855 100644 --- a/gfx/src/renderer/imm_renderer_impl.h +++ b/gfx/src/renderer/imm_renderer_impl.h | |||
| @@ -3,6 +3,7 @@ | |||
| 3 | #include <gfx/renderer.h> | 3 | #include <gfx/renderer.h> |
| 4 | #include <gfx/sizes.h> | 4 | #include <gfx/sizes.h> |
| 5 | 5 | ||
| 6 | #include <math/mat4.h> | ||
| 6 | #include <math/vec3.h> | 7 | #include <math/vec3.h> |
| 7 | 8 | ||
| 8 | #include <stdbool.h> | 9 | #include <stdbool.h> |
| @@ -26,6 +27,11 @@ typedef struct ImmRenderer { | |||
| 26 | bool wireframe : 1; | 27 | bool wireframe : 1; |
| 27 | } flags; | 28 | } flags; |
| 28 | vec3 triangle_verts[IMM_MAX_NUM_TRIANGLES * 3]; | 29 | vec3 triangle_verts[IMM_MAX_NUM_TRIANGLES * 3]; |
| 30 | // Matrix stack contains pre-multiplied matrices. | ||
| 31 | // It is also never empty. The top of the stack is an identity matrix when the | ||
| 32 | // stack is "empty" from the user's perspective. | ||
| 33 | mat4 matrix_stack[IMM_MAX_NUM_MATRICES]; | ||
| 34 | int stack_pointer; | ||
| 29 | } ImmRenderer; | 35 | } ImmRenderer; |
| 30 | 36 | ||
| 31 | /// Create a new immediate mode renderer. | 37 | /// Create a new immediate mode renderer. |
