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#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 1080
#define SCR_HEIGHT 800
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();
DEBUG("init graphics api (OpenGL) backend");
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);
// glfw window creation
GLFWwindow* window = glfwCreateWindow(ren->config.scr_width, ren->config.scr_height,
ren->config.window_name, NULL, NULL);
if (window == NULL) {
printf("Failed to create GLFW window\n");
glfwTerminate();
return false;
}
ren->window = window;
glfwMakeContextCurrent(ren->window);
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");
return true;
}
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 draw_model(renderer* ren, camera* camera, model* model, transform 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, tf, mat, &view, &proj);
}
}
void draw_mesh(renderer* ren, mesh* mesh, transform 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 transform
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);
// upload view & projection matrices
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 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++) {
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;
// TODO: convert this garbage into a function
f32 verts[num_vertices * 8];
// for each face
for (int i = 0; i < (num_vertices / 3); i++) {
// for each vert in face
for (int j = 0; j < 3; j++) {
size_t stride = (i * 24) + j * 8;
// printf("i: %d, stride: %ld, loc %d\n", i, stride, i * 3 + j);
vertex vert = model->meshes->data[mesh_i].vertices->data[i];
// printf("pos %f %f %f\n", vert.position.x, vert.position.y, vert.position.z);
// printf("norm %f %f %f\n", vert.normal.x, vert.normal.y, vert.normal.z);
// printf("tex %f %f\n", vert.uv.x, vert.uv.y);
verts[stride + 0] =
((vertex*)model->meshes->data[mesh_i].vertices->data)[i * 3 + j].position.x;
verts[stride + 1] =
((vertex*)model->meshes->data[mesh_i].vertices->data)[i * 3 + j].position.y;
verts[stride + 2] =
((vertex*)model->meshes->data[mesh_i].vertices->data)[i * 3 + j].position.z;
verts[stride + 3] =
((vertex*)model->meshes->data[mesh_i].vertices->data)[i * 3 + j].normal.x;
verts[stride + 4] =
((vertex*)model->meshes->data[mesh_i].vertices->data)[i * 3 + j].normal.y;
verts[stride + 5] =
((vertex*)model->meshes->data[mesh_i].vertices->data)[i * 3 + j].normal.z;
verts[stride + 6] = ((vertex*)model->meshes->data[mesh_i].vertices->data)[i * 3 + j].uv.x;
verts[stride + 7] = ((vertex*)model->meshes->data[mesh_i].vertices->data)[i * 3 + j].uv.y;
}
}
// 4. upload data
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, 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, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// normal vector attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// tex coords
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
}
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);
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 texture_data_upload(texture* tex) {
printf("Texture name %s\n", tex->name);
TRACE("Upload texture data");
u32 texture_id;
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
tex->texture_id = texture_id;
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex->width, tex->height, 0, tex->channel_type,
GL_UNSIGNED_BYTE, tex->image_data);
glGenerateMipmap(GL_TEXTURE_2D);
DEBUG("Freeing texture image data after uploading to GPU");
// stbi_image_free(tex->image_data); // data is on gpu now so we dont need it around
}
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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