diff options
Diffstat (limited to 'src/llr')
-rw-r--r-- | src/llr/light.c | 42 | ||||
-rw-r--r-- | src/llr/light_impl.h | 25 | ||||
-rw-r--r-- | src/llr/llr.c | 406 | ||||
-rw-r--r-- | src/llr/llr_impl.h | 86 | ||||
-rw-r--r-- | src/llr/material.c | 57 | ||||
-rw-r--r-- | src/llr/material_impl.h | 15 | ||||
-rw-r--r-- | src/llr/mesh.c | 24 | ||||
-rw-r--r-- | src/llr/mesh_impl.h | 9 |
8 files changed, 664 insertions, 0 deletions
diff --git a/src/llr/light.c b/src/llr/light.c new file mode 100644 index 0000000..0fa1522 --- /dev/null +++ b/src/llr/light.c | |||
@@ -0,0 +1,42 @@ | |||
1 | #include "light_impl.h" | ||
2 | |||
3 | #include "memory.h" | ||
4 | #include "scene/node_impl.h" | ||
5 | |||
6 | #include <error.h> | ||
7 | |||
8 | static void make_environment_light( | ||
9 | Light* light, const EnvironmentLightDesc* desc) { | ||
10 | assert(light); | ||
11 | assert(desc); | ||
12 | light->type = EnvironmentLightType; | ||
13 | light->environment.environment_map = desc->environment_map; | ||
14 | } | ||
15 | |||
16 | Light* gfx_make_light(const LightDesc* desc) { | ||
17 | assert(desc); | ||
18 | |||
19 | Light* light = mem_alloc_light(); | ||
20 | |||
21 | switch (desc->type) { | ||
22 | case EnvironmentLightType: | ||
23 | make_environment_light(light, &desc->light.environment); | ||
24 | break; | ||
25 | default: | ||
26 | log_error("Unhandled light type"); | ||
27 | gfx_destroy_light(&light); | ||
28 | return 0; | ||
29 | } | ||
30 | |||
31 | return light; | ||
32 | } | ||
33 | |||
34 | void gfx_destroy_light(Light** light) { | ||
35 | assert(light); | ||
36 | if (*light) { | ||
37 | if ((*light)->parent.val) { | ||
38 | gfx_del_node((*light)->parent); | ||
39 | } | ||
40 | mem_free_light(light); | ||
41 | } | ||
42 | } | ||
diff --git a/src/llr/light_impl.h b/src/llr/light_impl.h new file mode 100644 index 0000000..5ec8145 --- /dev/null +++ b/src/llr/light_impl.h | |||
@@ -0,0 +1,25 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <gfx/llr/light.h> | ||
4 | |||
5 | #include "scene/types.h" | ||
6 | |||
7 | typedef struct Texture Texture; | ||
8 | |||
9 | /// An environment light. | ||
10 | typedef struct EnvironmentLight { | ||
11 | const Texture* environment_map; | ||
12 | const Texture* irradiance_map; // Renderer implementation. | ||
13 | const Texture* prefiltered_environment_map; // Renderer implementation. | ||
14 | int max_reflection_lod; // Mandatory when prefiltered_environment_map is | ||
15 | // given. | ||
16 | } EnvironmentLight; | ||
17 | |||
18 | /// A scene light. | ||
19 | typedef struct Light { | ||
20 | LightType type; | ||
21 | union { | ||
22 | EnvironmentLight environment; | ||
23 | }; | ||
24 | node_idx parent; // Parent SceneNode. | ||
25 | } Light; | ||
diff --git a/src/llr/llr.c b/src/llr/llr.c new file mode 100644 index 0000000..fe02c0d --- /dev/null +++ b/src/llr/llr.c | |||
@@ -0,0 +1,406 @@ | |||
1 | #include "light_impl.h" | ||
2 | #include "llr_impl.h" | ||
3 | #include "mesh_impl.h" | ||
4 | |||
5 | #include "llr/material_impl.h" | ||
6 | #include "scene/animation_impl.h" | ||
7 | |||
8 | #include <gfx/core.h> | ||
9 | #include <gfx/util/ibl.h> | ||
10 | |||
11 | #include <cassert.h> | ||
12 | |||
13 | static const int IRRADIANCE_MAP_WIDTH = 1024; | ||
14 | static const int IRRADIANCE_MAP_HEIGHT = 1024; | ||
15 | static const int PREFILTERED_ENVIRONMENT_MAP_WIDTH = 128; | ||
16 | static const int PREFILTERED_ENVIRONMENT_MAP_HEIGHT = 128; | ||
17 | static const int BRDF_INTEGRATION_MAP_WIDTH = 512; | ||
18 | static const int BRDF_INTEGRATION_MAP_HEIGHT = 512; | ||
19 | |||
20 | /// Initialize renderer state for IBL. | ||
21 | static bool init_ibl(LLR* renderer) { | ||
22 | assert(renderer); | ||
23 | assert(!renderer->ibl); | ||
24 | assert(!renderer->brdf_integration_map); | ||
25 | |||
26 | if (!((renderer->ibl = gfx_make_ibl(renderer->gfxcore)))) { | ||
27 | return false; | ||
28 | } | ||
29 | |||
30 | if (!((renderer->brdf_integration_map = gfx_make_brdf_integration_map( | ||
31 | renderer->ibl, renderer->gfxcore, BRDF_INTEGRATION_MAP_WIDTH, | ||
32 | BRDF_INTEGRATION_MAP_HEIGHT)))) { | ||
33 | return false; | ||
34 | } | ||
35 | |||
36 | return true; | ||
37 | } | ||
38 | |||
39 | /// Compute irradiance and prefiltered environment maps for the light if they | ||
40 | /// have not been already computed. | ||
41 | /// | ||
42 | /// This is done lazily here, and not when the light is created, because we | ||
43 | /// need an IBL instance to do this and it is more convenient for the public | ||
44 | /// API to create lights without worrying about those details. It also makes the | ||
45 | /// public API cheaper, since the maps are only computed when they are actually | ||
46 | /// needed. | ||
47 | static bool set_up_environment_light(LLR* renderer, EnvironmentLight* light) { | ||
48 | assert(renderer); | ||
49 | assert(light); | ||
50 | assert(renderer->ibl); | ||
51 | assert(renderer->brdf_integration_map); | ||
52 | |||
53 | if (light->irradiance_map) { | ||
54 | assert(light->prefiltered_environment_map); | ||
55 | return true; | ||
56 | } | ||
57 | |||
58 | // For convenience. | ||
59 | GfxCore* gfxcore = renderer->gfxcore; | ||
60 | |||
61 | Texture* irradiance_map = 0; | ||
62 | Texture* prefiltered_environment_map = 0; | ||
63 | |||
64 | if (!((irradiance_map = gfx_make_irradiance_map( | ||
65 | renderer->ibl, gfxcore, light->environment_map, | ||
66 | IRRADIANCE_MAP_WIDTH, IRRADIANCE_MAP_HEIGHT)))) { | ||
67 | goto cleanup; | ||
68 | } | ||
69 | |||
70 | int max_mip_level = 0; | ||
71 | if (!((prefiltered_environment_map = gfx_make_prefiltered_environment_map( | ||
72 | renderer->ibl, gfxcore, light->environment_map, | ||
73 | PREFILTERED_ENVIRONMENT_MAP_WIDTH, | ||
74 | PREFILTERED_ENVIRONMENT_MAP_HEIGHT, &max_mip_level)))) { | ||
75 | goto cleanup; | ||
76 | } | ||
77 | |||
78 | light->irradiance_map = irradiance_map; | ||
79 | light->prefiltered_environment_map = prefiltered_environment_map; | ||
80 | light->max_reflection_lod = max_mip_level; | ||
81 | |||
82 | return true; | ||
83 | |||
84 | cleanup: | ||
85 | if (irradiance_map) { | ||
86 | gfx_destroy_texture(gfxcore, &irradiance_map); | ||
87 | } | ||
88 | if (prefiltered_environment_map) { | ||
89 | gfx_destroy_texture(gfxcore, &prefiltered_environment_map); | ||
90 | } | ||
91 | return false; | ||
92 | } | ||
93 | |||
94 | static void configure_light(LLR* renderer, Light* light) { | ||
95 | assert(renderer); | ||
96 | assert(light); | ||
97 | |||
98 | // For convenience. | ||
99 | ShaderProgram* const shader = renderer->shader; | ||
100 | |||
101 | switch (light->type) { | ||
102 | case EnvironmentLightType: { | ||
103 | EnvironmentLight* env = &light->environment; | ||
104 | |||
105 | const bool initialized = set_up_environment_light(renderer, env); | ||
106 | ASSERT(initialized); | ||
107 | assert(env->environment_map); | ||
108 | assert(env->irradiance_map); | ||
109 | assert(env->prefiltered_environment_map); | ||
110 | assert(renderer->brdf_integration_map); | ||
111 | |||
112 | gfx_set_texture_uniform( | ||
113 | shader, "BRDFIntegrationMap", renderer->brdf_integration_map); | ||
114 | gfx_set_texture_uniform(shader, "Sky", env->environment_map); | ||
115 | gfx_set_texture_uniform(shader, "IrradianceMap", env->irradiance_map); | ||
116 | gfx_set_texture_uniform( | ||
117 | shader, "PrefilteredEnvironmentMap", env->prefiltered_environment_map); | ||
118 | gfx_set_float_uniform( | ||
119 | shader, "MaxReflectionLOD", (float)env->max_reflection_lod); | ||
120 | |||
121 | break; | ||
122 | } | ||
123 | default: | ||
124 | assert(false); // TODO: Implement other light types. | ||
125 | break; | ||
126 | } | ||
127 | } | ||
128 | |||
129 | static void configure_state(LLR* renderer) { | ||
130 | assert(renderer); | ||
131 | |||
132 | // Check if anything changed first so that we don't call gfx_apply_uniforms() | ||
133 | // unnecessarily. | ||
134 | const bool nothing_changed = (renderer->changed_flags == 0); | ||
135 | if (nothing_changed) { | ||
136 | return; | ||
137 | } | ||
138 | // Setting a null shader is also allowed, in which case there is nothing to | ||
139 | // configure. | ||
140 | if (renderer->shader == 0) { | ||
141 | renderer->shader_changed = false; | ||
142 | return; | ||
143 | } | ||
144 | |||
145 | // For convenience. | ||
146 | ShaderProgram* const shader = renderer->shader; | ||
147 | const mat4* const model = &renderer->matrix_stack[renderer->stack_pointer]; | ||
148 | |||
149 | // TODO: Check to see which ones the shader actually uses and avoid | ||
150 | // computing the unnecessary matrices. | ||
151 | |||
152 | if (renderer->matrix_changed || renderer->shader_changed) { | ||
153 | renderer->matrix_changed = false; | ||
154 | |||
155 | gfx_set_mat4_uniform(shader, "Model", model); | ||
156 | gfx_set_mat4_uniform(shader, "ModelMatrix", model); | ||
157 | } | ||
158 | |||
159 | // TODO: camera_changed is not set anywhere. Need to think how imm primitive | ||
160 | // rendering and imm mesh rendering work together. We could treat imm | ||
161 | // primitive calls like setting a new shader. | ||
162 | if (renderer->camera_changed || renderer->shader_changed) { | ||
163 | renderer->camera_changed = false; | ||
164 | |||
165 | // Set all supported camera-related uniforms. Shaders can choose which ones | ||
166 | // to use. | ||
167 | const mat4 modelview = mat4_mul(renderer->view, *model); | ||
168 | const mat4 view_proj = mat4_mul(renderer->projection, renderer->view); | ||
169 | const mat4 mvp = mat4_mul(renderer->projection, modelview); | ||
170 | |||
171 | gfx_set_mat4_uniform(shader, "Modelview", &modelview); | ||
172 | gfx_set_mat4_uniform(shader, "View", &renderer->view); | ||
173 | gfx_set_mat4_uniform(shader, "Projection", &renderer->projection); | ||
174 | gfx_set_mat4_uniform(shader, "ViewProjection", &view_proj); | ||
175 | gfx_set_mat4_uniform(shader, "MVP", &mvp); | ||
176 | gfx_set_vec3_uniform(shader, "CameraPosition", renderer->camera_position); | ||
177 | gfx_set_mat4_uniform(shader, "CameraRotation", &renderer->camera_rotation); | ||
178 | gfx_set_float_uniform(shader, "Fovy", renderer->fovy); | ||
179 | gfx_set_float_uniform(shader, "Aspect", renderer->aspect); | ||
180 | } | ||
181 | |||
182 | if (renderer->lights_changed || renderer->shader_changed) { | ||
183 | renderer->lights_changed = false; | ||
184 | |||
185 | // TODO: Could do better by only setting the lights that have actually | ||
186 | // changed. | ||
187 | // TODO: Will also need to pass the number of lights to the shader once the | ||
188 | // other light types are implemented. | ||
189 | for (int i = 0; i < renderer->num_lights; ++i) { | ||
190 | configure_light(renderer, renderer->lights[i]); | ||
191 | } | ||
192 | } | ||
193 | |||
194 | if (renderer->skeleton_changed || renderer->shader_changed) { | ||
195 | renderer->skeleton_changed = false; | ||
196 | |||
197 | if (renderer->num_joints > 0) { | ||
198 | gfx_set_mat4_array_uniform( | ||
199 | shader, "JointMatrices", renderer->joint_matrices, | ||
200 | renderer->num_joints); | ||
201 | } | ||
202 | } | ||
203 | |||
204 | if (renderer->material_changed || renderer->shader_changed) { | ||
205 | renderer->material_changed = false; | ||
206 | |||
207 | gfx_material_activate(renderer->shader, renderer->material); | ||
208 | } | ||
209 | |||
210 | if (renderer->shader_changed) { | ||
211 | renderer->shader_changed = false; | ||
212 | gfx_activate_shader_program(renderer->shader); | ||
213 | } | ||
214 | |||
215 | // TODO: At present, this results in many redundant calls to | ||
216 | // glGetUniformLocation() and glUniformXyz(). Look at the trace. | ||
217 | // | ||
218 | // TODO: Could add to qapitrace functionality to detect redundant calls and | ||
219 | // other inefficiencies. Maybe ask in the Github first if there would be | ||
220 | // interest in this. | ||
221 | // | ||
222 | // Must be called after activating the program. | ||
223 | gfx_apply_uniforms(renderer->shader); | ||
224 | } | ||
225 | |||
226 | bool gfx_llr_make(LLR* renderer, GfxCore* gfxcore) { | ||
227 | assert(renderer); | ||
228 | assert(gfxcore); | ||
229 | |||
230 | renderer->gfxcore = gfxcore; | ||
231 | if (!init_ibl(renderer)) { | ||
232 | goto cleanup; | ||
233 | } | ||
234 | gfx_llr_load_identity(renderer); | ||
235 | renderer->view = mat4_id(); | ||
236 | renderer->projection = mat4_id(); | ||
237 | renderer->camera_rotation = mat4_id(); | ||
238 | return true; | ||
239 | |||
240 | cleanup: | ||
241 | gfx_llr_destroy(renderer); | ||
242 | return false; | ||
243 | } | ||
244 | |||
245 | void gfx_llr_destroy(LLR* renderer) { | ||
246 | assert(renderer); | ||
247 | assert(renderer->gfxcore); | ||
248 | |||
249 | if (renderer->brdf_integration_map) { | ||
250 | gfx_destroy_texture(renderer->gfxcore, &renderer->brdf_integration_map); | ||
251 | } | ||
252 | |||
253 | // TODO: Do this once the IBL from the scene renderer is gone. | ||
254 | if (renderer->ibl) { | ||
255 | // gfx_destroy_ibl(renderer->gfxcore, &renderer->ibl); | ||
256 | } | ||
257 | } | ||
258 | |||
259 | void gfx_llr_set_shader(LLR* renderer, ShaderProgram* shader) { | ||
260 | assert(renderer); | ||
261 | // null shader is allowed, so do not assert it. | ||
262 | |||
263 | // It's important to not set shader_changed unnecessarily, since that would | ||
264 | // re-trigger the setting of uniforms. | ||
265 | if (renderer->shader != shader) { | ||
266 | renderer->shader = shader; | ||
267 | renderer->shader_changed = true; | ||
268 | } | ||
269 | } | ||
270 | |||
271 | void gfx_llr_push_light(LLR* renderer, Light* light) { | ||
272 | assert(renderer); | ||
273 | assert(light); | ||
274 | assert(renderer->num_lights >= 0); | ||
275 | ASSERT(renderer->num_lights < GFX_LLR_MAX_NUM_LIGHTS); | ||
276 | |||
277 | renderer->lights[renderer->num_lights++] = light; | ||
278 | renderer->lights_changed = true; | ||
279 | } | ||
280 | |||
281 | void gfx_llr_pop_light(LLR* renderer) { | ||
282 | assert(renderer); | ||
283 | ASSERT(renderer->num_lights > 0); | ||
284 | |||
285 | renderer->lights[--renderer->num_lights] = 0; | ||
286 | renderer->lights_changed = true; | ||
287 | } | ||
288 | |||
289 | void gfx_llr_set_skeleton( | ||
290 | LLR* renderer, const Anima* anima, const Skeleton* skeleton) { | ||
291 | assert(renderer); | ||
292 | assert(anima); | ||
293 | assert(skeleton); | ||
294 | assert(skeleton->num_joints <= GFX_MAX_NUM_JOINTS); | ||
295 | |||
296 | for (size_t i = 0; i < skeleton->num_joints; ++i) { | ||
297 | const joint_idx joint_index = skeleton->joints[i]; | ||
298 | const Joint* joint = &anima->joints[joint_index]; | ||
299 | renderer->joint_matrices[i] = joint->joint_matrix; | ||
300 | } | ||
301 | renderer->num_joints = skeleton->num_joints; | ||
302 | renderer->skeleton_changed = true; | ||
303 | } | ||
304 | |||
305 | void gfx_llr_clear_skeleton(LLR* renderer) { | ||
306 | assert(renderer); | ||
307 | |||
308 | renderer->num_joints = 0; | ||
309 | renderer->skeleton_changed = true; | ||
310 | } | ||
311 | |||
312 | void gfx_llr_set_material(LLR* renderer, const Material* material) { | ||
313 | assert(renderer); | ||
314 | assert(material); | ||
315 | |||
316 | renderer->material = material; | ||
317 | renderer->material_changed = true; | ||
318 | } | ||
319 | |||
320 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { | ||
321 | assert(renderer); | ||
322 | |||
323 | renderer->camera_position = camera->spatial.p; | ||
324 | renderer->camera_rotation = | ||
325 | mat4_rotation(spatial3_transform(&camera->spatial)); | ||
326 | renderer->view = spatial3_inverse_transform(&camera->spatial); | ||
327 | renderer->projection = camera->projection; | ||
328 | // Assuming a perspective matrix. | ||
329 | renderer->fovy = (R)atan(1.0 / (mat4_at(camera->projection, 1, 1))) * 2; | ||
330 | renderer->camera_changed = true; | ||
331 | } | ||
332 | |||
333 | void gfx_llr_set_aspect(LLR* renderer, float aspect) { | ||
334 | assert(renderer); | ||
335 | |||
336 | renderer->aspect = aspect; | ||
337 | renderer->camera_changed = true; | ||
338 | } | ||
339 | |||
340 | void gfx_llr_render_geometry(LLR* renderer, const Geometry* geometry) { | ||
341 | assert(renderer); | ||
342 | assert(geometry); | ||
343 | |||
344 | configure_state(renderer); | ||
345 | gfx_render_geometry(geometry); | ||
346 | } | ||
347 | |||
348 | void gfx_llr_render_mesh(LLR* renderer, const Mesh* mesh) { | ||
349 | assert(renderer); | ||
350 | assert(mesh); | ||
351 | assert(mesh->geometry); | ||
352 | assert(mesh->material); | ||
353 | assert(mesh->shader); | ||
354 | |||
355 | gfx_llr_set_material(renderer, mesh->material); | ||
356 | gfx_llr_set_shader(renderer, mesh->shader); | ||
357 | gfx_llr_render_geometry(renderer, mesh->geometry); | ||
358 | } | ||
359 | |||
360 | void gfx_llr_load_identity(LLR* renderer) { | ||
361 | assert(renderer); | ||
362 | |||
363 | renderer->matrix_stack[0] = mat4_id(); | ||
364 | renderer->stack_pointer = 0; | ||
365 | renderer->matrix_changed = true; | ||
366 | } | ||
367 | |||
368 | void gfx_llr_push_matrix(LLR* renderer, const mat4* matrix) { | ||
369 | assert(renderer); | ||
370 | assert(matrix); | ||
371 | assert(renderer->stack_pointer >= 0); | ||
372 | ASSERT(renderer->stack_pointer < GFX_LLR_MAX_NUM_MATRICES); | ||
373 | |||
374 | renderer->stack_pointer += 1; | ||
375 | renderer->matrix_stack[renderer->stack_pointer] = | ||
376 | mat4_mul(*matrix, renderer->matrix_stack[renderer->stack_pointer - 1]); | ||
377 | renderer->matrix_changed = true; | ||
378 | } | ||
379 | |||
380 | void gfx_llr_pop_matrix(LLR* renderer) { | ||
381 | assert(renderer); | ||
382 | ASSERT(renderer->stack_pointer > 0); | ||
383 | |||
384 | // For debugging, zero out the matrix stack as matrices are popped out. | ||
385 | memset( | ||
386 | &renderer->matrix_stack[renderer->stack_pointer], 0, | ||
387 | sizeof(renderer->matrix_stack[0])); | ||
388 | renderer->stack_pointer -= 1; | ||
389 | renderer->matrix_changed = true; | ||
390 | } | ||
391 | |||
392 | void gfx_llr_translate(LLR* renderer, vec3 offset) { | ||
393 | assert(renderer); | ||
394 | |||
395 | const mat4 mat = mat4_translate(offset); | ||
396 | gfx_llr_push_matrix(renderer, &mat); | ||
397 | } | ||
398 | |||
399 | void gfx_llr_set_model_matrix(LLR* renderer, const mat4* model) { | ||
400 | assert(renderer); | ||
401 | assert(model); | ||
402 | |||
403 | renderer->matrix_stack[0] = *model; | ||
404 | renderer->stack_pointer = 0; | ||
405 | renderer->matrix_changed = true; | ||
406 | } | ||
diff --git a/src/llr/llr_impl.h b/src/llr/llr_impl.h new file mode 100644 index 0000000..3f6a68f --- /dev/null +++ b/src/llr/llr_impl.h | |||
@@ -0,0 +1,86 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <gfx/llr/llr.h> | ||
4 | #include <gfx/sizes.h> | ||
5 | |||
6 | #include <math/mat4.h> | ||
7 | #include <math/vec3.h> | ||
8 | |||
9 | #include <stdbool.h> | ||
10 | #include <stddef.h> | ||
11 | #include <stdint.h> | ||
12 | |||
13 | typedef struct Geometry Geometry; | ||
14 | typedef struct GfxCore GfxCore; | ||
15 | typedef struct IBL IBL; | ||
16 | typedef struct Material Material; | ||
17 | typedef struct ShaderProgram ShaderProgram; | ||
18 | typedef struct Texture Texture; | ||
19 | |||
20 | /// Immediate mode renderer. | ||
21 | /// | ||
22 | /// The renderer caches state changes in memory and only programs the underlying | ||
23 | /// shader program when a draw call is issued and if anything has changed. This | ||
24 | /// keeps the number of graphics API calls to a minimum, but requires tracking | ||
25 | /// state changes. The 'changed' booleans below fulfill this purpose, and | ||
26 | /// indicate whether a given state has changed since the last draw call. | ||
27 | /// | ||
28 | /// The renderer must combine state changes accordingly. For example, if only | ||
29 | /// the lights have changed, then it is sufficient to update light uniforms in | ||
30 | /// the current shader program. On the other hand, if the shader program has | ||
31 | /// changed, then the renderer must reconfigure it from scratch and set light | ||
32 | /// uniforms, camera uniforms, etc. | ||
33 | /// | ||
34 | /// Note that the shader program API has its own level of caching as well, so | ||
35 | /// reconfiguration at the level of the renderer does not result in the | ||
36 | /// worst-case set of graphics API calls. | ||
37 | typedef struct LLR { | ||
38 | GfxCore* gfxcore; | ||
39 | |||
40 | union { | ||
41 | struct { | ||
42 | bool shader_changed : 1; // Whether the shader has changed. | ||
43 | bool camera_changed : 1; // Whether the camera parameters have changed. | ||
44 | bool lights_changed : 1; // Whether the lights have changed. | ||
45 | bool skeleton_changed : 1; // Whether the skeleton has changed. | ||
46 | bool material_changed : 1; // Whether the material has changed. | ||
47 | bool matrix_changed : 1; // Whether the matrix stack has changed. | ||
48 | }; | ||
49 | uint8_t changed_flags; | ||
50 | }; | ||
51 | |||
52 | IBL* ibl; | ||
53 | Texture* brdf_integration_map; | ||
54 | |||
55 | ShaderProgram* shader; // Active shader. Not owned. | ||
56 | |||
57 | const Material* material; // Active material. Not owned. | ||
58 | |||
59 | vec3 camera_position; | ||
60 | mat4 camera_rotation; | ||
61 | mat4 view; // Camera view matrix. | ||
62 | mat4 projection; // Camera projection matrix. | ||
63 | R fovy; // Camera vertical field of view. | ||
64 | R aspect; // Aspect ratio. | ||
65 | |||
66 | // Lights are not const because environment lights store lazily-computed | ||
67 | // irradiance maps. | ||
68 | Light* lights[GFX_LLR_MAX_NUM_LIGHTS]; // Lights stack. | ||
69 | int num_lights; // Number of lights enabled at a given point in time. It | ||
70 | // points to one past the top of the stack. | ||
71 | |||
72 | size_t num_joints; | ||
73 | mat4 joint_matrices[GFX_MAX_NUM_JOINTS]; | ||
74 | |||
75 | // The matrix stack contains pre-multiplied matrices. | ||
76 | // It is also never empty. The top of the stack is an identity matrix when the | ||
77 | // stack is "empty" from the user's perspective. | ||
78 | mat4 matrix_stack[GFX_LLR_MAX_NUM_MATRICES]; | ||
79 | int stack_pointer; // Points to the top of the stack. | ||
80 | } LLR; | ||
81 | |||
82 | /// Create a new immediate mode renderer. | ||
83 | bool gfx_llr_make(LLR*, GfxCore*); | ||
84 | |||
85 | /// Destroy the immediate mode renderer. | ||
86 | void gfx_llr_destroy(LLR*); | ||
diff --git a/src/llr/material.c b/src/llr/material.c new file mode 100644 index 0000000..f09dd3f --- /dev/null +++ b/src/llr/material.c | |||
@@ -0,0 +1,57 @@ | |||
1 | #include "material_impl.h" | ||
2 | |||
3 | #include "memory.h" | ||
4 | |||
5 | #include <gfx/core.h> | ||
6 | |||
7 | static void material_make(Material* material, const MaterialDesc* desc) { | ||
8 | assert(material); | ||
9 | assert(desc); | ||
10 | assert(desc->num_uniforms < GFX_MAX_UNIFORMS_PER_MATERIAL); | ||
11 | material->num_uniforms = desc->num_uniforms; | ||
12 | for (int i = 0; i < desc->num_uniforms; ++i) { | ||
13 | material->uniforms[i] = desc->uniforms[i]; | ||
14 | } | ||
15 | } | ||
16 | |||
17 | Material* gfx_make_material(const MaterialDesc* desc) { | ||
18 | assert(desc); | ||
19 | Material* material = mem_alloc_material(); | ||
20 | material_make(material, desc); | ||
21 | return material; | ||
22 | } | ||
23 | |||
24 | void gfx_destroy_material(Material** material) { mem_free_material(material); } | ||
25 | |||
26 | static void set_uniform(ShaderProgram* prog, const ShaderUniform* uniform) { | ||
27 | switch (uniform->type) { | ||
28 | case UniformTexture: | ||
29 | gfx_set_texture_uniform(prog, uniform->name.str, uniform->value.texture); | ||
30 | break; | ||
31 | case UniformMat4: | ||
32 | gfx_set_mat4_uniform(prog, uniform->name.str, &uniform->value.mat4); | ||
33 | break; | ||
34 | case UniformVec3: | ||
35 | gfx_set_vec3_uniform(prog, uniform->name.str, uniform->value.vec3); | ||
36 | break; | ||
37 | case UniformVec4: | ||
38 | gfx_set_vec4_uniform(prog, uniform->name.str, uniform->value.vec4); | ||
39 | break; | ||
40 | case UniformFloat: | ||
41 | gfx_set_float_uniform(prog, uniform->name.str, uniform->value.scalar); | ||
42 | break; | ||
43 | case UniformMat4Array: | ||
44 | gfx_set_mat4_array_uniform( | ||
45 | prog, uniform->name.str, uniform->value.array.values, | ||
46 | uniform->value.array.count); | ||
47 | break; | ||
48 | } | ||
49 | } | ||
50 | |||
51 | void gfx_material_activate(ShaderProgram* shader, const Material* material) { | ||
52 | assert(material); | ||
53 | for (int i = 0; i < material->num_uniforms; ++i) { | ||
54 | const ShaderUniform* uniform = &material->uniforms[i]; | ||
55 | set_uniform(shader, uniform); | ||
56 | } | ||
57 | } | ||
diff --git a/src/llr/material_impl.h b/src/llr/material_impl.h new file mode 100644 index 0000000..2b7cd89 --- /dev/null +++ b/src/llr/material_impl.h | |||
@@ -0,0 +1,15 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <gfx/llr/material.h> | ||
4 | |||
5 | typedef struct ShaderProgram ShaderProgram; | ||
6 | |||
7 | typedef struct Material { | ||
8 | ShaderUniform uniforms[GFX_MAX_UNIFORMS_PER_MATERIAL]; | ||
9 | int num_uniforms; | ||
10 | } Material; | ||
11 | |||
12 | /// Activate the material. | ||
13 | /// | ||
14 | /// This configures the shader uniforms that are specific to the material. | ||
15 | void gfx_material_activate(ShaderProgram* shader, const Material* material); | ||
diff --git a/src/llr/mesh.c b/src/llr/mesh.c new file mode 100644 index 0000000..5f9e5d0 --- /dev/null +++ b/src/llr/mesh.c | |||
@@ -0,0 +1,24 @@ | |||
1 | #include "mesh_impl.h" | ||
2 | |||
3 | #include "memory.h" | ||
4 | |||
5 | #include <assert.h> | ||
6 | |||
7 | static void mesh_make(Mesh* mesh, const MeshDesc* desc) { | ||
8 | assert(mesh); | ||
9 | assert(desc); | ||
10 | assert(desc->geometry); | ||
11 | assert(desc->material); | ||
12 | assert(desc->shader); | ||
13 | mesh->geometry = desc->geometry; | ||
14 | mesh->material = desc->material; | ||
15 | mesh->shader = desc->shader; | ||
16 | } | ||
17 | |||
18 | Mesh* gfx_make_mesh(const MeshDesc* desc) { | ||
19 | Mesh* mesh = mem_alloc_mesh(); | ||
20 | mesh_make(mesh, desc); | ||
21 | return mesh; | ||
22 | } | ||
23 | |||
24 | void gfx_destroy_mesh(Mesh** mesh) { mem_free_mesh(mesh); } | ||
diff --git a/src/llr/mesh_impl.h b/src/llr/mesh_impl.h new file mode 100644 index 0000000..96e60df --- /dev/null +++ b/src/llr/mesh_impl.h | |||
@@ -0,0 +1,9 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <gfx/llr/mesh.h> | ||
4 | |||
5 | typedef struct Mesh { | ||
6 | const Geometry* geometry; | ||
7 | const Material* material; | ||
8 | ShaderProgram* shader; | ||
9 | } Mesh; | ||