1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
|
/**
* @brief
*/
#include "render.h"
#include <assert.h>
#include <glfw3.h>
#include "camera.h"
#include "core.h"
#include "log.h"
#include "maths.h"
#include "mem.h"
#include "pbr.h"
#include "ral_common.h"
#include "ral_impl.h"
#include "ral_types.h"
#include "render_scene.h"
#include "render_types.h"
#include "shadows.h"
#include "terrain.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#define FRAME_ARENA_SIZE MB(1)
extern Core g_core;
struct Renderer {
struct GLFWwindow* window;
RendererConfig config;
GPU_Device device;
GPU_Swapchain swapchain;
GPU_Renderpass* default_renderpass;
bool frame_aborted;
RenderScene scene;
PBR_Storage* pbr;
Shadow_Storage* shadows;
Terrain_Storage* terrain;
// Text_Storage text;
ResourcePools* resource_pools;
arena frame_arena;
};
Renderer* get_renderer() { return g_core.renderer; }
bool Renderer_Init(RendererConfig config, Renderer* ren, GLFWwindow** out_window, GLFWwindow* optional_window) {
INFO("Renderer init");
ren->frame_arena = arena_create(malloc(FRAME_ARENA_SIZE), FRAME_ARENA_SIZE);
// init resource pools
DEBUG("Initialise GPU resource pools");
arena pool_arena = arena_create(malloc(1024 * 1024), 1024 * 1024);
ren->resource_pools = arena_alloc(&pool_arena, sizeof(struct ResourcePools));
ResourcePools_Init(&pool_arena, ren->resource_pools);
// GLFW window creation
GLFWwindow* window;
if (optional_window != NULL) {
INFO("GLFWwindow pointer was provided!!!! Skipping generic glfw init..");
window = optional_window;
} else {
// 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
GLFWwindow* window =
glfwCreateWindow(config.scr_width, config.scr_height, config.window_name, NULL, NULL);
if (window == NULL) {
ERROR("Failed to create GLFW window\n");
glfwTerminate();
return false;
}
}
// #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
ren->window = window;
*out_window = window;
glfwMakeContextCurrent(ren->window);
// FIXME
// DEBUG("Set up GLFW window callbacks");
// glfwSetWindowSizeCallback(window, Render_WindowSizeChanged);
// set the RAL backend up
if (!GPU_Backend_Init(config.window_name, window, ren->resource_pools)) {
return false;
}
GPU_Device_Create(&ren->device);
GPU_Swapchain_Create(&ren->swapchain);
// set up default scene
Camera default_cam =
Camera_Create(vec3(0.0, 2.0, 4.0), vec3_normalise(vec3(0.0, -2.0, -4.0)), VEC3_Y, 45.0);
SetCamera(default_cam);
DirectionalLight default_light = { /* TODO */ };
SetMainLight(default_light);
// create our renderpasses
ren->shadows = malloc(sizeof(Shadow_Storage));
Shadow_Init(ren->shadows, 1024, 1024);
ren->pbr = malloc(sizeof(PBR_Storage));
PBR_Init(ren->pbr);
ren->terrain = malloc(sizeof(Terrain_Storage));
Terrain_Init(ren->terrain);
return true;
}
void Renderer_Shutdown(Renderer* ren) {
free(ren->shadows);
DEBUG("Freed Shadows storage");
free(ren->pbr);
DEBUG("Freed PBR storage");
free(ren->terrain);
DEBUG("Freed Terrain storage");
arena_free_storage(&ren->frame_arena);
DEBUG("Freed frame allocator buffer");
}
size_t Renderer_GetMemReqs() { return sizeof(Renderer); }
void Render_WindowSizeChanged(GLFWwindow* window, i32 new_width, i32 new_height) {
(void)window;
INFO("Window size changed callback");
// Renderer* ren = Core_GetRenderer(&g_core);
GPU_Swapchain_Resize(new_width, new_height);
}
void Render_FrameBegin(Renderer* ren) {
arena_free_all(&ren->frame_arena);
ren->frame_aborted = false;
if (!GPU_Backend_BeginFrame()) {
ren->frame_aborted = true;
WARN("Frame aborted");
return;
}
}
void Render_FrameEnd(Renderer* ren) {
if (ren->frame_aborted) {
return;
}
GPU_CmdEncoder* enc = GPU_GetDefaultEncoder();
GPU_Backend_EndFrame();
}
void Render_RenderEntities(RenderEnt* entities, size_t entity_count) {
Renderer* ren = get_renderer();
RenderScene scene = ren->scene;
Shadow_Storage* shadow_storage = Render_GetShadowStorage();
TextureHandle depthmap =
shadow_storage->enabled ? Shadow_GetShadowMapTexture(shadow_storage) : INVALID_TEX_HANDLE;
PBR_Execute(ren->pbr, scene.camera, depthmap, entities, entity_count);
}
TextureData TextureDataLoad(const char* path, bool invert_y) {
TRACE("Load texture %s", path);
// load the file data
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);
if (data) {
DEBUG("loaded texture: %s", path);
} else {
WARN("failed to load texture");
}
// printf("width: %d height: %d num channels: %d\n", width, height, num_channels);
unsigned int channel_type;
GPU_TextureFormat format;
if (num_channels == 4) {
channel_type = GL_RGBA;
format = TEXTURE_FORMAT_8_8_8_8_RGBA_UNORM;
} else {
channel_type = GL_RGB;
format = TEXTURE_FORMAT_8_8_8_RGB_UNORM;
}
TextureDesc desc = {
.extents = { width, height },
.format = format,
.num_channels = num_channels,
.tex_type = TEXTURE_TYPE_2D,
};
return (TextureData){ .description = desc, .image_data = data };
}
TextureHandle TextureLoadFromFile(const char* path) {
TextureData tex_data = TextureDataLoad(path, false);
TextureHandle h = GPU_TextureCreate(tex_data.description, true, tex_data.image_data);
return h;
}
Mesh Mesh_Create(Geometry* geometry, bool free_on_upload) {
Mesh m = { 0 };
// Create and upload vertex buffer
size_t vert_bytes = geometry->vertices->len * sizeof(Vertex);
INFO("Creating vertex buffer with size %d (%d x %d)", vert_bytes, geometry->vertices->len,
sizeof(Vertex));
m.vertex_buffer =
GPU_BufferCreate(vert_bytes, BUFFER_VERTEX, BUFFER_FLAG_GPU, geometry->vertices->data);
// Create and upload index buffer
if (geometry->has_indices) {
size_t index_bytes = geometry->indices->len * sizeof(u32);
INFO("Creating index buffer with size %d (len: %d)", index_bytes, geometry->indices->len);
m.index_buffer =
GPU_BufferCreate(index_bytes, BUFFER_INDEX, BUFFER_FLAG_GPU, geometry->indices->data);
}
m.is_uploaded = true;
m.geometry = *geometry; // clone geometry data and store on Mesh struct
if (free_on_upload) {
Geometry_Destroy(geometry);
}
return m;
}
void Geometry_Destroy(Geometry* geometry) {
if (geometry->indices) {
u32_darray_free(geometry->indices);
}
if (geometry->vertices) {
Vertex_darray_free(geometry->vertices);
}
}
void SetCamera(Camera camera) { g_core.renderer->scene.camera = camera; }
void SetMainLight(DirectionalLight light) { g_core.renderer->scene.sun = light; }
arena* GetRenderFrameArena(Renderer* r) { return &r->frame_arena; }
RenderScene* Render_GetScene() {
Renderer* ren = Core_GetRenderer(&g_core);
return &ren->scene;
}
Shadow_Storage* Render_GetShadowStorage() {
Renderer* ren = Core_GetRenderer(&g_core);
return ren->shadows;
}
Terrain_Storage* Render_GetTerrainStorage() {
Renderer* ren = Core_GetRenderer(&g_core);
return ren->terrain;
}
|