diff options
Diffstat (limited to 'src/renderer/archive/render.c')
-rw-r--r-- | src/renderer/archive/render.c | 413 |
1 files changed, 0 insertions, 413 deletions
diff --git a/src/renderer/archive/render.c b/src/renderer/archive/render.c deleted file mode 100644 index b1e2a46..0000000 --- a/src/renderer/archive/render.c +++ /dev/null @@ -1,413 +0,0 @@ -#include <assert.h> -#include <stdlib.h> -#include <string.h> -#include "animation.h" -#include "maths_types.h" -#include "mem.h" -#include "transform_hierarchy.h" -#define STB_IMAGE_IMPLEMENTATION -#include <stb_image.h> - -#define STB_TRUETYPE_IMPLEMENTATION -#include <stb_truetype.h> - -#include "render.h" -#include "render_types.h" - -#include <glad/glad.h> -#include <glfw3.h> - -#include "defines.h" -#include "log.h" -#include "maths.h" -#include "render_backend.h" - -// FIXME: get rid of these and store dynamic screen realestate -// in renderer -#define SCR_WIDTH 1000 -#define SCR_HEIGHT 1000 - -material DEFAULT_MATERIAL = { 0 }; - -bool renderer_init(renderer* ren) { - INFO("Renderer init"); - - // NOTE: all platforms use GLFW at the moment but thats subject to change - glfwInit(); - -#if defined(CEL_REND_BACKEND_OPENGL) - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); -#elif defined(CEL_REND_BACKEND_VULKAN) - glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); -#endif - - // glfw window creation - GLFWwindow* window = glfwCreateWindow(ren->config.scr_width, ren->config.scr_height, - ren->config.window_name, NULL, NULL); - if (window == NULL) { - ERROR("Failed to create GLFW window\n"); - glfwTerminate(); - return false; - } - ren->window = window; - - glfwMakeContextCurrent(ren->window); - - DEBUG("init graphics api backend"); - if (!gfx_backend_init(ren)) { - FATAL("Couldnt load graphics api backend"); - return false; - } - - ren->blinn_phong = - shader_create_separate("assets/shaders/blinn_phong.vert", "assets/shaders/blinn_phong.frag"); - - ren->skinned = - shader_create_separate("assets/shaders/skinned.vert", "assets/shaders/blinn_phong.frag"); - - default_material_init(); - - return true; -} - -void renderer_shutdown(renderer* ren) {} - -void render_frame_begin(renderer* ren) { - vec3 color = ren->config.clear_colour; - clear_screen(color); -} -void render_frame_end(renderer* ren) { - // present frame - glfwSwapBuffers(ren->window); - glfwPollEvents(); -} - -void default_material_init() { - INFO("Load default material") - DEFAULT_MATERIAL.ambient_colour = (vec3){ 0.5, 0.5, 0.5 }; - DEFAULT_MATERIAL.diffuse = (vec3){ 0.8, 0.8, 0.8 }; - DEFAULT_MATERIAL.specular = (vec3){ 1.0, 1.0, 1.0 }; - DEFAULT_MATERIAL.diffuse_texture = texture_data_load("assets/textures/white1x1.png", false); - DEFAULT_MATERIAL.specular_texture = texture_data_load("assets/textures/black1x1.png", false); - DEFAULT_MATERIAL.spec_exponent = 32.0; - strcpy(DEFAULT_MATERIAL.name, "Default"); - texture_data_upload(&DEFAULT_MATERIAL.diffuse_texture); - texture_data_upload(&DEFAULT_MATERIAL.specular_texture); -} - -void model_destroy(model* model) { - TRACE("Freeing all data for model %s", model->name); - arena_free_all(&model->animation_data_arena); - arena_free_storage(&model->animation_data_arena); - mesh_darray_free(model->meshes); - material_darray_free(model->materials); - if (model->is_uploaded) { - // Delete gpu buffer data - for (u32 i = 0; i < mesh_darray_len(model->meshes); i++) { - // FIXME: dont leak Opengl - glDeleteBuffers(1, &model->meshes->data[i].vbo); - glDeleteVertexArrays(1, &model->meshes->data[i].vao); - } - } -} - -typedef struct draw_ctx { - model_darray* models; - renderer* ren; - camera* cam; - scene* scene; -} draw_ctx; -bool draw_scene_node(transform_node* node, void* ctx_data) { - if (!node || !node->parent) return true; - draw_ctx* ctx = ctx_data; - model* m = &ctx->models->data[node->model.raw]; - draw_model(ctx->ren, ctx->cam, m, &node->world_matrix_tf, ctx->scene); - return true; -} - -void draw_scene(arena* frame, model_darray* models, renderer* ren, camera* camera, - transform_hierarchy* tfh, scene* scene) { - draw_ctx* ctx = arena_alloc(frame, sizeof(draw_ctx)); - ctx->models = models; - ctx->ren = ren; - ctx->cam = camera; - ctx->scene = scene; - transform_hierarchy_dfs(transform_hierarchy_root_node(tfh), draw_scene_node, true, ctx); -} - -void draw_model(renderer* ren, camera* camera, model* model, mat4* model_tf, scene* scene) { - // TRACE("Drawing model: %s", model->name); - mat4 view; - mat4 proj; - camera_view_projection(camera, SCR_HEIGHT, SCR_WIDTH, &view, &proj); - - set_shader(ren->blinn_phong); - - // set camera uniform - uniform_vec3f(ren->blinn_phong.program_id, "viewPos", &camera->position); - // set light uniforms - dir_light_upload_uniforms(ren->blinn_phong, &scene->dir_light); - for (int i = 0; i < scene->n_point_lights; i++) { - point_light_upload_uniforms(ren->blinn_phong, &scene->point_lights[i], '0' + i); - } - - for (size_t i = 0; i < mesh_darray_len(model->meshes); i++) { - mesh* m = &model->meshes->data[i]; - if (vertex_darray_len(m->vertices) == 0) { - continue; - } - // TRACE("Drawing mesh %d", i); - material* mat = &model->materials->data[m->material_index]; - draw_mesh(ren, m, model_tf, mat, &view, &proj); - } -} - -void draw_mesh(renderer* ren, mesh* mesh, mat4* model_tf, material* mat, mat4* view, mat4* proj) { - shader lighting_shader = ren->blinn_phong; - - // bind buffer - bind_mesh_vertex_buffer(ren->backend_state, mesh); - - // bind textures - bind_texture(lighting_shader, &mat->diffuse_texture, 0); // bind to slot 0 - bind_texture(lighting_shader, &mat->specular_texture, 1); // bind to slot 1 - uniform_f32(lighting_shader.program_id, "material.shininess", 32.); - - // upload model, view, and projection matrices - uniform_mat4f(lighting_shader.program_id, "model", model_tf); - uniform_mat4f(lighting_shader.program_id, "view", view); - uniform_mat4f(lighting_shader.program_id, "projection", proj); - - // draw triangles - u32 num_vertices = vertex_darray_len(mesh->vertices); - draw_primitives(CEL_PRIMITIVE_TOPOLOGY_TRIANGLE, 0, num_vertices); -} - -void draw_skinned_mesh(renderer* ren, mesh* mesh, transform tf, material* mat, mat4* view, - mat4* proj) { - shader lighting_shader = ren->skinned; - - // bind buffer - bind_mesh_vertex_buffer(ren->backend_state, mesh); - - // bind textures - bind_texture(lighting_shader, &mat->diffuse_texture, 0); // bind to slot 0 - bind_texture(lighting_shader, &mat->specular_texture, 1); // bind to slot 1 - - // Uniforms - uniform_f32(lighting_shader.program_id, "material.shininess", 32.); - mat4 trans = mat4_translation(tf.position); - mat4 rot = mat4_rotation(tf.rotation); - mat4 scale = mat4_scale(tf.scale); - mat4 model_tf = mat4_mult(trans, mat4_mult(rot, scale)); - uniform_mat4f(lighting_shader.program_id, "model", &model_tf); - uniform_mat4f(lighting_shader.program_id, "view", view); - uniform_mat4f(lighting_shader.program_id, "projection", proj); - - // bone transforms - size_t n_bones = mesh->bones->len; - - // for now assume correct ordering - mat4* bone_transforms = malloc(n_bones * sizeof(mat4)); - mat4 parent = mat4_ident(); - for (int bone_i = 0; bone_i < n_bones; bone_i++) { - joint j = mesh->bones->data[bone_i]; - transform tf = mesh->bones->data[bone_i].transform_components; - tf.position.y = -tf.position.y; - mat4 local = transform_to_mat(&tf); - mat4 inverse = j.inverse_bind_matrix; - inverse.data[13] = -inverse.data[13]; - mat4 intemediate = mat4_mult(local, inverse); - - bone_transforms[bone_i] = intemediate; - parent = bone_transforms[bone_i]; - } - - // premultiply the inverses - // for (int bone_i = 0; bone_i < n_bones; bone_i++) { - // joint j = mesh->bones->data[bone_i]; - // // bone_transforms[bone_i] = mat4_mult(bone_transforms[bone_i], j.inverse_bind_matrix); - // bone_transforms[bone_i] = mat4_mult(bone_transforms[bone_i], j.inverse_bind_matrix); - // } - - glUniformMatrix4fv(glGetUniformLocation(lighting_shader.program_id, "boneMatrices"), n_bones, - GL_FALSE, &bone_transforms->data[0]); - - free(bone_transforms); - - // draw triangles - u32 num_vertices = vertex_darray_len(mesh->vertices); - draw_primitives(CEL_PRIMITIVE_TOPOLOGY_TRIANGLE, 0, num_vertices); -} - -void draw_skinned_model(renderer* ren, camera* cam, model* model, transform tf, scene* scene) { - mat4 view; - mat4 proj; - camera_view_projection(cam, SCR_HEIGHT, SCR_WIDTH, &view, &proj); - - set_shader(ren->skinned); - - // set camera uniform - uniform_vec3f(ren->skinned.program_id, "viewPos", &cam->position); - // set light uniforms - dir_light_upload_uniforms(ren->skinned, &scene->dir_light); - for (int i = 0; i < scene->n_point_lights; i++) { - point_light_upload_uniforms(ren->skinned, &scene->point_lights[i], '0' + i); - } - - for (size_t i = 0; i < mesh_darray_len(model->meshes); i++) { - mesh* m = &model->meshes->data[i]; - if (vertex_darray_len(m->vertices) == 0) { - continue; - } - // material* mat = &model->materials->data[m->material_index]; - material* mat = &DEFAULT_MATERIAL; - draw_skinned_mesh(ren, m, tf, mat, &view, &proj); - } -} - -void model_upload_meshes(renderer* ren, model* model) { - INFO("Upload mesh vertex data to GPU for model %s", model->name); - - size_t num_meshes = mesh_darray_len(model->meshes); - u32 VBOs[num_meshes]; - u32 VAOs[num_meshes]; - glGenBuffers(num_meshes, VBOs); - glGenVertexArrays(num_meshes, VAOs); - - u64 total_verts = 0; - - TRACE("num meshes %d", num_meshes); - - // upload each mesh to the GPU - for (int mesh_i = 0; mesh_i < num_meshes; mesh_i++) { - mesh mesh = model->meshes->data[mesh_i]; - model->meshes->data[mesh_i].vao = VAOs[mesh_i]; - model->meshes->data[mesh_i].vbo = VBOs[mesh_i]; - // 3. bind buffers - glBindBuffer(GL_ARRAY_BUFFER, VBOs[mesh_i]); - - size_t num_vertices = vertex_darray_len(model->meshes->data[mesh_i].vertices); - // TRACE("Uploading vertex array data: %d verts", num_vertices); - total_verts += num_vertices; - - size_t static_vertex_size = 2 * sizeof(vec3) + sizeof(vec2); - size_t skinned_vertex_size = 2 * sizeof(vec3) + sizeof(vec2) + 4 * sizeof(u32) + sizeof(vec4); - size_t vertex_size = mesh.is_skinned ? skinned_vertex_size : static_vertex_size; - - // TRACE("sizeof(vertex) -> %ld, vertex_size -> %ld\n", sizeof(vertex), vertex_size); - if (mesh.is_skinned) { - assert(vertex_size == (12 + 12 + 8 + 16 + 16)); - } else { - assert(vertex_size == sizeof(vertex)); - assert(vertex_size == 8 * sizeof(float)); - } - - size_t buffer_size = vertex_size * num_vertices; - u8* bytes = malloc(buffer_size); - - for (int i = 0; i < num_vertices; i++) { - u8* p = bytes + vertex_size * i; - memcpy(p, &mesh.vertices->data[i], static_vertex_size); - if (mesh.is_skinned) { - u8* bone_data_offset = p + static_vertex_size; - memcpy(bone_data_offset, &mesh.vertex_bone_data->data[i], sizeof(vertex_bone_data)); - } - } - - // 4. upload data - glBufferData(GL_ARRAY_BUFFER, buffer_size, bytes, GL_STATIC_DRAW); - - // 5. cont. set mesh vertex layout - glBindVertexArray(model->meshes->data[mesh_i].vao); - // position attribute - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertex_size, (void*)0); - glEnableVertexAttribArray(0); - // normal vector attribute - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, vertex_size, (void*)(3 * sizeof(float))); - glEnableVertexAttribArray(1); - // tex coords - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, vertex_size, (void*)(6 * sizeof(float))); - glEnableVertexAttribArray(2); - - // skinning (optional) - if (mesh.is_skinned) { - glEnableVertexAttribArray(3); - glVertexAttribIPointer(3, 4, GL_INT, vertex_size, (void*)(8 * sizeof(float))); - - glEnableVertexAttribArray(4); - glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, vertex_size, (void*)(12 * sizeof(float))); - } - } - - INFO("Uploaded %d submeshes with a total of %d vertices\n", num_meshes, total_verts); - - // 6. reset buffer - glBindBuffer(GL_ARRAY_BUFFER, 0); -} - -texture texture_data_load(const char* path, bool invert_y) { - TRACE("Load texture %s", path); - - // load the file data - // texture loading - int width, height, num_channels; - stbi_set_flip_vertically_on_load(invert_y); - -#pragma GCC diagnostic ignored "-Wpointer-sign" - char* data = stbi_load(path, &width, &height, &num_channels, 0); // STBI_rgb_alpha); - if (data) { - DEBUG("loaded texture: %s", path); - } else { - WARN("failed to load texture"); - } - - unsigned int channel_type; - if (num_channels == 4) { - channel_type = GL_RGBA; - } else { - channel_type = GL_RGB; - } - - return (texture){ .texture_id = 0, - .width = width, - .height = height, - .channel_count = num_channels, - .channel_type = channel_type, - .name = "TODO: Texture names", - .image_data = data }; -} - -void dir_light_upload_uniforms(shader shader, directional_light* light) { - uniform_vec3f(shader.program_id, "dirLight.direction", &light->direction); - uniform_vec3f(shader.program_id, "dirLight.ambient", &light->ambient); - uniform_vec3f(shader.program_id, "dirLight.diffuse", &light->diffuse); - uniform_vec3f(shader.program_id, "dirLight.specular", &light->specular); -} - -void point_light_upload_uniforms(shader shader, point_light* light, char index) { - char position_str[] = "pointLights[x].position"; - position_str[12] = (char)index; - char ambient_str[] = "pointLights[x].ambient"; - ambient_str[12] = (char)index; - char diffuse_str[] = "pointLights[x].diffuse"; - diffuse_str[12] = (char)index; - char specular_str[] = "pointLights[x].specular"; - specular_str[12] = (char)index; - char constant_str[] = "pointLights[x].constant"; - constant_str[12] = (char)index; - char linear_str[] = "pointLights[x].linear"; - linear_str[12] = (char)index; - char quadratic_str[] = "pointLights[x].quadratic"; - quadratic_str[12] = (char)index; - uniform_vec3f(shader.program_id, position_str, &light->position); - uniform_vec3f(shader.program_id, ambient_str, &light->ambient); - uniform_vec3f(shader.program_id, diffuse_str, &light->diffuse); - uniform_vec3f(shader.program_id, specular_str, &light->specular); - uniform_f32(shader.program_id, constant_str, light->constant); - uniform_f32(shader.program_id, linear_str, light->linear); - uniform_f32(shader.program_id, quadratic_str, light->quadratic); -}
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