diff options
Diffstat (limited to 'src/renderer/archive/render.c')
-rw-r--r-- | src/renderer/archive/render.c | 413 |
1 files changed, 413 insertions, 0 deletions
diff --git a/src/renderer/archive/render.c b/src/renderer/archive/render.c new file mode 100644 index 0000000..b1e2a46 --- /dev/null +++ b/src/renderer/archive/render.c @@ -0,0 +1,413 @@ +#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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