render.c 23 KB

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  1. #include "render.h"
  2. #include "texture.h"
  3. #include "bsp.h"
  4. #include "cache.h"
  5. #include "common.h"
  6. #include "profiler.h"
  7. #include "camera.h"
  8. #include "atto/app.h"
  9. #include "atto/platform.h"
  10. #ifdef ATTO_PLATFORM_X11
  11. #define GL_GLEXT_PROTOTYPES 1
  12. #include <GL/glx.h>
  13. #include <GL/gl.h>
  14. #include <GL/glext.h>
  15. #define ATTO_GL_DESKTOP
  16. #endif /* ifdef ATTO_PLATFORM_X11 */
  17. #ifdef ATTO_PLATFORM_RPI
  18. #include <GLES2/gl2.h>
  19. #include <GLES2/gl2ext.h>
  20. #define ATTO_GL_ES
  21. #endif /* ifdef ATTO_PLATFORM_RPI */
  22. #ifdef ATTO_PLATFORM_WINDOWS
  23. #include "libc.h"
  24. #include <GL/gl.h>
  25. #include <glext.h>
  26. #define ATTO_GL_DESKTOP
  27. #endif /* ifdef ATTO_PLATFORM_WINDOWS */
  28. #ifdef ATTO_PLATFORM_OSX
  29. #include <OpenGL/gl3.h>
  30. #define ATTO_GL_DESKTOP
  31. #endif
  32. #define RENDER_ERRORCHECK
  33. //#define RENDER_GL_TRACE
  34. #define RENDER_GL_PROFILE_FUNC profileEvent
  35. #ifndef RENDER_ASSERT
  36. #define RENDER_ASSERT(cond) \
  37. if (!(cond)) { \
  38. aAppDebugPrintf("ERROR @ %s:%d: (%s) failed", __FILE__, __LINE__, #cond); \
  39. aAppTerminate(-1); \
  40. }
  41. #endif /* ifndef RENDER_ASSERT */
  42. #ifdef RENDER_GL_PROFILE_FUNC
  43. #define RENDER_GL_PROFILE_PREAMBLE const ATimeUs profile_time_start__ = aAppTime();
  44. #define RENDER_GL_PROFILE_START const ATimeUs agl_profile_start_ = aAppTime();
  45. #define RENDER_GL_PROFILE_END RENDER_GL_PROFILE_FUNC(__FUNCTION__, aAppTime() - agl_profile_start_);
  46. #define RENDER_GL_PROFILE_END_NAME(name) RENDER_GL_PROFILE_FUNC(name, aAppTime() - agl_profile_start_);
  47. #else
  48. #define RENDER_GL_PROFILE_PREAMBLE
  49. #define RENDER_GL_PROFILE_FUNC(...)
  50. #endif
  51. #if 0 //ndef RENDER_GL_DEBUG
  52. #define GL_CALL(f) (f)
  53. #else
  54. #if 0
  55. static void a__GlPrintError(const char *message, int error) {
  56. const char *errstr = "UNKNOWN";
  57. switch (error) {
  58. case GL_INVALID_ENUM: errstr = "GL_INVALID_ENUM"; break;
  59. case GL_INVALID_VALUE: errstr = "GL_INVALID_VALUE"; break;
  60. case GL_INVALID_OPERATION: errstr = "GL_INVALID_OPERATION"; break;
  61. #ifdef GL_STACK_OVERFLOW
  62. case GL_STACK_OVERFLOW: errstr = "GL_STACK_OVERFLOW"; break;
  63. #endif
  64. #ifdef GL_STACK_UNDERFLOW
  65. case GL_STACK_UNDERFLOW: errstr = "GL_STACK_UNDERFLOW"; break;
  66. #endif
  67. case GL_OUT_OF_MEMORY: errstr = "GL_OUT_OF_MEMORY"; break;
  68. #ifdef GL_TABLE_TOO_LARGE
  69. case GL_TABLE_TOO_LARGE: errstr = "GL_TABLE_TOO_LARGE"; break;
  70. #endif
  71. };
  72. PRINTF("%s %s (%#x)", message, errstr, error);
  73. }
  74. #define RENDER_GL_GETERROR(f) \
  75. const int glerror = glGetError(); \
  76. if (glerror != GL_NO_ERROR) { \
  77. a__GlPrintError(__FILE__ ":" RENDER__GL_STR(__LINE__) ": " #f " returned ", glerror); \
  78. RENDER_ASSERT(!"GL error"); \
  79. }
  80. #else
  81. #define RENDER_GL_GETERROR(f)
  82. #endif
  83. #define RENDER__GL_STR__(s) #s
  84. #define RENDER__GL_STR(s) RENDER__GL_STR__(s)
  85. #ifdef RENDER_GL_TRACE
  86. #define RENDER_GL_TRACE_PRINT PRINTF
  87. #else
  88. #define RENDER_GL_TRACE_PRINT(...)
  89. #endif
  90. #define GL_CALL(f) do{\
  91. RENDER_GL_TRACE_PRINT("%s", #f); \
  92. RENDER_GL_PROFILE_PREAMBLE \
  93. f; \
  94. RENDER_GL_PROFILE_FUNC(#f, aAppTime() - profile_time_start__); \
  95. RENDER_GL_GETERROR(f) \
  96. } while(0)
  97. #endif /* RENDER_GL_DEBUG */
  98. #ifdef _WIN32
  99. #define WGL__FUNCLIST \
  100. WGL__FUNCLIST_DO(PFNGLGENBUFFERSPROC, GenBuffers) \
  101. WGL__FUNCLIST_DO(PFNGLBINDBUFFERPROC, BindBuffer) \
  102. WGL__FUNCLIST_DO(PFNGLBUFFERDATAPROC, BufferData) \
  103. WGL__FUNCLIST_DO(PFNGLGETATTRIBLOCATIONPROC, GetAttribLocation) \
  104. WGL__FUNCLIST_DO(PFNGLACTIVETEXTUREPROC, ActiveTexture) \
  105. WGL__FUNCLIST_DO(PFNGLCREATESHADERPROC, CreateShader) \
  106. WGL__FUNCLIST_DO(PFNGLSHADERSOURCEPROC, ShaderSource) \
  107. WGL__FUNCLIST_DO(PFNGLCOMPILESHADERPROC, CompileShader) \
  108. WGL__FUNCLIST_DO(PFNGLATTACHSHADERPROC, AttachShader) \
  109. WGL__FUNCLIST_DO(PFNGLDELETESHADERPROC, DeleteShader) \
  110. WGL__FUNCLIST_DO(PFNGLGETSHADERIVPROC, GetShaderiv) \
  111. WGL__FUNCLIST_DO(PFNGLGETSHADERINFOLOGPROC, GetShaderInfoLog) \
  112. WGL__FUNCLIST_DO(PFNGLCREATEPROGRAMPROC, CreateProgram) \
  113. WGL__FUNCLIST_DO(PFNGLLINKPROGRAMPROC, LinkProgram) \
  114. WGL__FUNCLIST_DO(PFNGLGETPROGRAMINFOLOGPROC, GetProgramInfoLog) \
  115. WGL__FUNCLIST_DO(PFNGLDELETEPROGRAMPROC, DeleteProgram) \
  116. WGL__FUNCLIST_DO(PFNGLGETPROGRAMIVPROC, GetProgramiv) \
  117. WGL__FUNCLIST_DO(PFNGLUSEPROGRAMPROC, UseProgram) \
  118. WGL__FUNCLIST_DO(PFNGLGETUNIFORMLOCATIONPROC, GetUniformLocation) \
  119. WGL__FUNCLIST_DO(PFNGLUNIFORM1FPROC, Uniform1f) \
  120. WGL__FUNCLIST_DO(PFNGLUNIFORM2FPROC, Uniform2f) \
  121. WGL__FUNCLIST_DO(PFNGLUNIFORM1IPROC, Uniform1i) \
  122. WGL__FUNCLIST_DO(PFNGLUNIFORMMATRIX4FVPROC, UniformMatrix4fv) \
  123. WGL__FUNCLIST_DO(PFNGLENABLEVERTEXATTRIBARRAYPROC, EnableVertexAttribArray) \
  124. WGL__FUNCLIST_DO(PFNGLVERTEXATTRIBPOINTERPROC, VertexAttribPointer) \
  125. WGL__FUNCLIST_DO(PFNGLGENERATEMIPMAPPROC, GenerateMipmap) \
  126. #define WGL__FUNCLIST_DO(T,N) T gl##N = 0;
  127. WGL__FUNCLIST
  128. #undef WGL__FUNCLIST_DO
  129. #endif /* ifdef _WIN32 */
  130. static GLint render_ShaderCreate(GLenum type, const char *sources[]) {
  131. int n;
  132. GLuint shader = glCreateShader(type);
  133. for (n = 0; sources[n]; ++n);
  134. GL_CALL(glShaderSource(shader, n, (const GLchar **)sources, 0));
  135. GL_CALL(glCompileShader(shader));
  136. #ifdef RENDER_ERRORCHECK
  137. {
  138. GLint status;
  139. GL_CALL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status));
  140. if (status != GL_TRUE) {
  141. char buffer[1024];
  142. GL_CALL(glGetShaderInfoLog(shader, sizeof(buffer), 0, buffer));
  143. PRINTF("Shader compilation error: %s", buffer);
  144. GL_CALL(glDeleteShader(shader));
  145. shader = 0;
  146. }
  147. }
  148. #endif
  149. return shader;
  150. }
  151. void renderTextureUpload(RTexture *texture, RTextureUploadParams params) {
  152. GLenum internal, format, type;
  153. if (texture->gl_name == -1) {
  154. GL_CALL(glGenTextures(1, (GLuint*)&texture->gl_name));
  155. texture->type_flags = 0;
  156. }
  157. switch (params.format) {
  158. case RTexFormat_RGB565:
  159. internal = format = GL_RGB; type = GL_UNSIGNED_SHORT_5_6_5; break;
  160. default:
  161. ATTO_ASSERT(!"Impossible texture format");
  162. }
  163. const GLenum binding = (params.type == RTexType_2D) ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP;
  164. const GLint wrap = (params.type == RTexType_2D && params.wrap == RTexWrap_Repeat)
  165. ? GL_REPEAT : GL_CLAMP;
  166. GL_CALL(glBindTexture(binding, texture->gl_name));
  167. GLenum upload_binding = binding;
  168. switch (params.type) {
  169. case RTexType_2D: upload_binding = GL_TEXTURE_2D; break;
  170. case RTexType_CubePX: upload_binding = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
  171. case RTexType_CubeNX: upload_binding = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
  172. case RTexType_CubePY: upload_binding = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
  173. case RTexType_CubeNY: upload_binding = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
  174. case RTexType_CubePZ: upload_binding = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
  175. case RTexType_CubeNZ: upload_binding = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
  176. }
  177. GL_CALL(glTexImage2D(upload_binding, 0, internal, params.width, params.height, 0,
  178. format, type, params.pixels));
  179. if (params.generate_mipmaps)
  180. GL_CALL(glGenerateMipmap(binding));
  181. GL_CALL(glTexParameteri(binding, GL_TEXTURE_MIN_FILTER, params.generate_mipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
  182. GL_CALL(glTexParameteri(binding, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
  183. GL_CALL(glTexParameteri(binding, GL_TEXTURE_WRAP_S, wrap));
  184. GL_CALL(glTexParameteri(binding, GL_TEXTURE_WRAP_T, wrap));
  185. texture->width = params.width;
  186. texture->height = params.height;
  187. texture->format = params.format;
  188. texture->type_flags |= params.type;
  189. }
  190. void renderBufferCreate(RBuffer *buffer, RBufferType type, int size, const void *data) {
  191. switch (type) {
  192. case RBufferType_Vertex: buffer->type = GL_ARRAY_BUFFER; break;
  193. case RBufferType_Index: buffer->type = GL_ELEMENT_ARRAY_BUFFER; break;
  194. default: ASSERT(!"Invalid buffer type");
  195. }
  196. GL_CALL(glGenBuffers(1, (GLuint*)&buffer->gl_name));
  197. GL_CALL(glBindBuffer(buffer->type, (GLuint)buffer->gl_name));
  198. GL_CALL(glBufferData(buffer->type, size, data, GL_STATIC_DRAW));
  199. }
  200. typedef struct {
  201. const char *name;
  202. int components;
  203. GLenum type;
  204. GLint normalize;
  205. int stride;
  206. const void *ptr;
  207. } RAttrib;
  208. typedef struct {
  209. const char *name;
  210. } RUniform;
  211. #define RENDER_LIST_ATTRIBS \
  212. RENDER_DECLARE_ATTRIB(vertex, 3, GL_FLOAT, GL_FALSE) \
  213. RENDER_DECLARE_ATTRIB(lightmap_uv, 2, GL_FLOAT, GL_FALSE) \
  214. RENDER_DECLARE_ATTRIB(tex_uv, 2, GL_FLOAT, GL_FALSE) \
  215. RENDER_DECLARE_ATTRIB(average_color, 3, GL_UNSIGNED_BYTE, GL_TRUE) \
  216. // RENDER_DECLARE_ATTRIB(normal, 3, GL_FLOAT)
  217. static const RAttrib attribs[] = {
  218. #define RENDER_DECLARE_ATTRIB(n,c,t,N) \
  219. {"a_" # n, c, t, N, sizeof(struct BSPModelVertex), (void*)offsetof(struct BSPModelVertex, n)},
  220. RENDER_LIST_ATTRIBS
  221. #undef RENDER_DECLARE_ATTRIB
  222. };
  223. enum RAttribKinds {
  224. #define RENDER_DECLARE_ATTRIB(n,c,t,N) \
  225. RAttribKind_ ## n,
  226. RENDER_LIST_ATTRIBS
  227. #undef RENDER_DECLARE_ATTRIB
  228. RAttribKind_COUNT
  229. };
  230. #define RENDER_LIST_UNIFORMS \
  231. RENDER_DECLARE_UNIFORM(mvp) \
  232. RENDER_DECLARE_UNIFORM(lmn) \
  233. RENDER_DECLARE_UNIFORM(far) \
  234. RENDER_DECLARE_UNIFORM(lightmap) \
  235. RENDER_DECLARE_UNIFORM(tex0) \
  236. RENDER_DECLARE_UNIFORM(tex1) \
  237. RENDER_DECLARE_UNIFORM(tex0_size) \
  238. RENDER_DECLARE_UNIFORM(tex1_size) \
  239. RENDER_DECLARE_UNIFORM(tex2) \
  240. RENDER_DECLARE_UNIFORM(tex3) \
  241. RENDER_DECLARE_UNIFORM(tex4) \
  242. RENDER_DECLARE_UNIFORM(tex5) \
  243. static const RUniform uniforms[] = {
  244. #define RENDER_DECLARE_UNIFORM(n) {"u_" # n},
  245. RENDER_LIST_UNIFORMS
  246. #undef RENDER_DECLARE_UNIFORM
  247. };
  248. enum RUniformKinds {
  249. #define RENDER_DECLARE_UNIFORM(n) RUniformKind_ ## n,
  250. RENDER_LIST_UNIFORMS
  251. #undef RENDER_DECLARE_UNIFORM
  252. RUniformKind_COUNT
  253. };
  254. typedef struct RProgram {
  255. GLint name;
  256. struct {
  257. const char *common, *vertex, *fragment;
  258. } shader_sources;
  259. int attrib_locations[RAttribKind_COUNT];
  260. int uniform_locations[RUniformKind_COUNT];
  261. } RProgram;
  262. enum {
  263. Program_LightmapColor,
  264. Program_LightmapTexture,
  265. Program_Skybox,
  266. Program_COUNT
  267. };
  268. static RProgram programs[Program_COUNT] = {
  269. /*LightmapColor*/
  270. {-1, {
  271. /*common*/
  272. "varying vec2 v_lightmap_uv;\n"
  273. "varying vec3 v_color;\n",
  274. /*vertex*/
  275. "attribute vec3 a_vertex, a_average_color;\n"
  276. "attribute vec2 a_lightmap_uv;\n"
  277. "uniform mat4 u_mvp;\n"
  278. "void main() {\n"
  279. "v_lightmap_uv = a_lightmap_uv;\n"
  280. "v_color = a_average_color;\n"
  281. "gl_Position = u_mvp * vec4(a_vertex, 1.);\n"
  282. "}\n",
  283. /*fragment*/
  284. "uniform sampler2D u_lightmap;\n"
  285. "void main() {\n"
  286. "gl_FragColor = vec4(v_color * texture2D(u_lightmap, v_lightmap_uv).xyz, 1.);\n"
  287. "}\n"
  288. },
  289. { -1 }, { -1 }
  290. },
  291. /*LightmapTexture*/
  292. {-1, {
  293. /*common*/
  294. "varying vec2 v_lightmap_uv, v_tex_uv;\n",
  295. /*vertex*/
  296. "attribute vec3 a_vertex;\n"
  297. "attribute vec2 a_lightmap_uv, a_tex_uv;\n"
  298. "uniform mat4 u_mvp;\n"
  299. "void main() {\n"
  300. "v_lightmap_uv = a_lightmap_uv;\n"
  301. "v_tex_uv = a_tex_uv;\n"
  302. "gl_Position = u_mvp * vec4(a_vertex, 1.);\n"
  303. "}\n",
  304. /*fragment*/
  305. "uniform sampler2D u_lightmap, u_tex0, u_tex1;\n"
  306. "uniform vec2 u_lightmap_size, u_tex0_size, u_tex1_size;\n"
  307. "uniform float u_lmn;\n"
  308. "void main() {\n"
  309. "vec3 tc = vec3(fract(v_tex_uv/u_tex0_size), 0.);\n"
  310. "vec4 albedo = texture2D(u_tex0, v_tex_uv/u_tex0_size);\n"
  311. "albedo = mix(albedo, texture2D(u_tex1, v_tex_uv/u_tex1_size), .0);\n"
  312. "vec3 lm = texture2D(u_lightmap, v_lightmap_uv).xyz;\n"
  313. "vec3 color = albedo.xyz * lm;\n"
  314. "gl_FragColor = vec4(mix(color, tc, u_lmn), 1.);\n"
  315. "}\n"
  316. },
  317. { -1 }, { -1 }
  318. },
  319. /* Skybox */
  320. {-1, { /* common */
  321. "varying vec2 v_uv;\n"
  322. "varying float texid;\n",
  323. /* vertex */
  324. "attribute vec3 a_vertex;\n"
  325. "attribute vec2 a_tex_uv;\n"
  326. "attribute vec2 a_lightmap_uv;\n"
  327. "uniform mat4 u_mvp;\n"
  328. "uniform float u_far;\n"
  329. "void main() {\n"
  330. "v_uv = a_tex_uv;\n"
  331. "texid = a_lightmap_uv.x;\n"
  332. "gl_Position = u_mvp * vec4(u_far * .5 * a_vertex, 1.);\n"
  333. "}\n",
  334. /* fragment */
  335. "uniform sampler2D u_tex0, u_tex1, u_tex2, u_tex3, u_tex4, u_tex5;\n"
  336. "void main() {\n"
  337. "if (texid < 1.) gl_FragColor = texture2D(u_tex0, v_uv);\n"
  338. "else if (texid < 2.) gl_FragColor = texture2D(u_tex1, v_uv);\n"
  339. "else if (texid < 3.) gl_FragColor = texture2D(u_tex2, v_uv);\n"
  340. "else if (texid < 4.) gl_FragColor = texture2D(u_tex3, v_uv);\n"
  341. "else if (texid < 5.) gl_FragColor = texture2D(u_tex4, v_uv);\n"
  342. "else gl_FragColor = texture2D(u_tex5, v_uv);\n"
  343. "}\n"
  344. }, {-1}, {-1}},
  345. };
  346. static struct BSPModelVertex box[] = {
  347. {{ 1.f, -1.f, -1.f}, {0.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  348. {{ 1.f, 1.f, -1.f}, {0.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  349. {{ 1.f, 1.f, 1.f}, {0.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  350. {{ 1.f, 1.f, 1.f}, {0.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  351. {{ 1.f, -1.f, 1.f}, {0.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  352. {{ 1.f, -1.f, -1.f}, {0.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  353. {{ 1.f, 1.f, 1.f}, {2.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  354. {{ 1.f, 1.f, -1.f}, {2.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  355. {{-1.f, 1.f, -1.f}, {2.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  356. {{-1.f, 1.f, -1.f}, {2.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  357. {{-1.f, 1.f, 1.f}, {2.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  358. {{ 1.f, 1.f, 1.f}, {2.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  359. {{ 1.f, -1.f, -1.f}, {3.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  360. {{ 1.f, -1.f, 1.f}, {3.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  361. {{-1.f, -1.f, 1.f}, {3.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  362. {{-1.f, -1.f, 1.f}, {3.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  363. {{-1.f, -1.f, -1.f}, {3.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  364. {{ 1.f, -1.f, -1.f}, {3.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  365. {{-1.f, -1.f, 1.f}, {1.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  366. {{-1.f, 1.f, 1.f}, {1.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  367. {{-1.f, 1.f, -1.f}, {1.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  368. {{-1.f, 1.f, -1.f}, {1.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  369. {{-1.f, -1.f, -1.f}, {1.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  370. {{-1.f, -1.f, 1.f}, {1.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  371. {{ 1.f, -1.f, 1.f}, {4.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  372. {{ 1.f, 1.f, 1.f}, {4.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  373. {{-1.f, 1.f, 1.f}, {4.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  374. {{-1.f, 1.f, 1.f}, {4.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  375. {{-1.f, -1.f, 1.f}, {4.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  376. {{ 1.f, -1.f, 1.f}, {4.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  377. {{-1.f, -1.f, -1.f}, {5.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  378. {{-1.f, 1.f, -1.f}, {5.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  379. {{ 1.f, 1.f, -1.f}, {5.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  380. {{ 1.f, 1.f, -1.f}, {5.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  381. {{ 1.f, -1.f, -1.f}, {5.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  382. {{-1.f, -1.f, -1.f}, {5.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  383. };
  384. static RBuffer box_buffer;
  385. static struct {
  386. const RTexture *current_tex0;
  387. const RProgram *current_program;
  388. struct {
  389. const float *mvp;
  390. float lmn;
  391. float far;
  392. } uniforms;
  393. struct {
  394. float distance;
  395. const struct BSPModel *model;
  396. } closest_map;
  397. } r;
  398. static void renderApplyAttribs(const RAttrib *attribs, const RBuffer *buffer, unsigned int vbo_offset) {
  399. for(int i = 0; i < RAttribKind_COUNT; ++i) {
  400. const RAttrib *a = attribs + i;
  401. const int loc = r.current_program->attrib_locations[i];
  402. if (loc < 0) continue;
  403. GL_CALL(glEnableVertexAttribArray(loc));
  404. GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, buffer->gl_name));
  405. GL_CALL(glVertexAttribPointer(loc, a->components, a->type, a->normalize, a->stride, (const char*)a->ptr + vbo_offset * sizeof(struct BSPModelVertex)));
  406. }
  407. }
  408. static int render_ProgramUse(RProgram *prog) {
  409. if (r.current_program == prog)
  410. return 0;
  411. if (r.current_program) {
  412. for (int i = 0; i < RAttribKind_COUNT; ++i) {
  413. const int loc = r.current_program->attrib_locations[i];
  414. if (loc >= 0)
  415. GL_CALL(glDisableVertexAttribArray(loc));
  416. }
  417. }
  418. GL_CALL(glUseProgram(prog->name));
  419. GL_CALL(glUniform1i(prog->uniform_locations[RUniformKind_lightmap], 0));
  420. GL_CALL(glUniform1i(prog->uniform_locations[RUniformKind_tex0], 1));
  421. GL_CALL(glUniform1i(prog->uniform_locations[RUniformKind_tex1], 2));
  422. GL_CALL(glUniform1i(prog->uniform_locations[RUniformKind_tex2], 3));
  423. GL_CALL(glUniform1i(prog->uniform_locations[RUniformKind_tex3], 4));
  424. GL_CALL(glUniform1i(prog->uniform_locations[RUniformKind_tex4], 5));
  425. GL_CALL(glUniform1i(prog->uniform_locations[RUniformKind_tex5], 6));
  426. GL_CALL(glUniformMatrix4fv(prog->uniform_locations[RUniformKind_mvp], 1, GL_FALSE, r.uniforms.mvp));
  427. GL_CALL(glUniform1f(prog->uniform_locations[RUniformKind_lmn], r.uniforms.lmn));
  428. GL_CALL(glUniform1f(prog->uniform_locations[RUniformKind_far], r.uniforms.far));
  429. r.current_program = prog;
  430. r.current_tex0 = NULL;
  431. return 1;
  432. }
  433. static int render_ProgramInit(RProgram *prog) {
  434. GLuint program;
  435. GLuint vertex_shader, fragment_shader;
  436. const char *sources[] = {
  437. prog->shader_sources.common, prog->shader_sources.fragment, 0
  438. };
  439. fragment_shader = render_ShaderCreate(GL_FRAGMENT_SHADER, sources);
  440. if (fragment_shader == 0)
  441. return -1;
  442. sources[1] = prog->shader_sources.vertex;
  443. vertex_shader = render_ShaderCreate(GL_VERTEX_SHADER, sources);
  444. if (vertex_shader == 0) {
  445. GL_CALL(glDeleteShader(fragment_shader));
  446. return -2;
  447. }
  448. program = glCreateProgram();
  449. GL_CALL(glAttachShader(program, fragment_shader));
  450. GL_CALL(glAttachShader(program, vertex_shader));
  451. GL_CALL(glLinkProgram(program));
  452. GL_CALL(glDeleteShader(fragment_shader));
  453. GL_CALL(glDeleteShader(vertex_shader));
  454. #ifdef RENDER_ERRORCHECK
  455. {
  456. GLint status;
  457. GL_CALL(glGetProgramiv(program, GL_LINK_STATUS, &status));
  458. if (status != GL_TRUE) {
  459. char buffer[1024];
  460. GL_CALL(glGetProgramInfoLog(program, sizeof(buffer), 0, buffer));
  461. PRINTF("Program linking error: %s", buffer);
  462. GL_CALL(glDeleteProgram(program));
  463. return -3;
  464. }
  465. }
  466. #endif
  467. prog->name = program;
  468. for(int i = 0; i < RAttribKind_COUNT; ++i) {
  469. prog->attrib_locations[i] = glGetAttribLocation(prog->name, attribs[i].name);
  470. if (prog->attrib_locations[i] < 0)
  471. PRINTF("Cannot locate attribute %s", attribs[i].name);
  472. }
  473. for(int i = 0; i < RUniformKind_COUNT; ++i) {
  474. prog->uniform_locations[i] = glGetUniformLocation(prog->name, uniforms[i].name);
  475. if (prog->uniform_locations[i] < 0)
  476. PRINTF("Cannot locate uniform %s", uniforms[i].name);
  477. }
  478. return 0;
  479. }
  480. int renderInit() {
  481. #ifdef _WIN32
  482. #define WGL__FUNCLIST_DO(T, N) \
  483. gl##N = (T)wglGetProcAddress("gl" #N); \
  484. ASSERT(gl##N);
  485. WGL__FUNCLIST
  486. #undef WGL__FUNCLIST_DO
  487. #endif
  488. r.current_program = NULL;
  489. r.current_tex0 = NULL;
  490. r.uniforms.mvp = NULL;
  491. r.uniforms.lmn = 0;
  492. for (int i = 0; i < Program_COUNT; ++i) {
  493. if (render_ProgramInit(programs + i) != 0) {
  494. PRINTF("Cannot create program %d", i);
  495. return 0;
  496. }
  497. }
  498. struct Texture default_texture;
  499. RTextureUploadParams params;
  500. params.type = RTexType_2D;
  501. params.format = RTexFormat_RGB565;
  502. params.width = 2;
  503. params.height = 2;
  504. params.pixels = (uint16_t[]){0xffffu, 0, 0, 0xffffu};
  505. params.generate_mipmaps = 0;
  506. params.wrap = RTexWrap_Clamp;
  507. renderTextureInit(&default_texture.texture);
  508. renderTextureUpload(&default_texture.texture, params);
  509. cachePutTexture("opensource/placeholder", &default_texture);
  510. {
  511. struct Material default_material;
  512. memset(&default_material, 0, sizeof default_material);
  513. default_material.average_color = aVec3f(0.f, 1.f, 0.f);
  514. default_material.shader = MaterialShader_LightmappedAverageColor;
  515. cachePutMaterial("opensource/placeholder", &default_material);
  516. }
  517. {
  518. struct Material lightmap_color_material;
  519. memset(&lightmap_color_material, 0, sizeof lightmap_color_material);
  520. lightmap_color_material.average_color = aVec3f(0.f, 1.f, 0.f);
  521. lightmap_color_material.shader = MaterialShader_LightmappedAverageColor;
  522. cachePutMaterial("opensource/coarse", &lightmap_color_material);
  523. }
  524. renderBufferCreate(&box_buffer, RBufferType_Vertex, sizeof(box), box);
  525. GL_CALL(glEnable(GL_DEPTH_TEST));
  526. GL_CALL(glEnable(GL_CULL_FACE));
  527. return 1;
  528. }
  529. static int renderPrepareProgram(const struct BSPDraw *draw) {
  530. const struct Material *m = draw->material;
  531. int program_changed = 0;
  532. switch (m->shader) {
  533. case MaterialShader_LightmappedAverageColor:
  534. program_changed = render_ProgramUse(programs + Program_LightmapColor);
  535. break;
  536. case MaterialShader_LightmappedGeneric:
  537. program_changed = render_ProgramUse(programs + Program_LightmapTexture);
  538. break;
  539. default:
  540. ATTO_ASSERT(!"Impossible");
  541. }
  542. if (m->base_texture[0]) {
  543. const RTexture *t = &m->base_texture[0]->texture;
  544. if (t != r.current_tex0) {
  545. GL_CALL(glBindTexture(GL_TEXTURE_2D, t->gl_name));
  546. GL_CALL(glUniform2f(r.current_program->uniform_locations[RUniformKind_tex0_size], (float)t->width, (float)t->height));
  547. r.current_tex0 = t;
  548. }
  549. }
  550. return program_changed;
  551. }
  552. static void renderDrawSet(const struct BSPModel *model, const struct BSPDrawSet *drawset) {
  553. unsigned int vbo_offset = 0;
  554. for (int i = 0; i < drawset->draws_count; ++i) {
  555. const struct BSPDraw *draw = drawset->draws + i;
  556. if (renderPrepareProgram(draw) || i == 0 || draw->vbo_offset != vbo_offset) {
  557. vbo_offset = draw->vbo_offset;
  558. renderApplyAttribs(attribs, &model->vbo, draw->vbo_offset);
  559. }
  560. GL_CALL(glDrawElements(GL_TRIANGLES, draw->count, GL_UNSIGNED_SHORT, (void*)(sizeof(uint16_t) * draw->start)));
  561. }
  562. }
  563. static void renderBindTexture(const RTexture *texture, int slot, int norepeat) {
  564. GL_CALL(glActiveTexture(GL_TEXTURE0 + slot));
  565. GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->gl_name));
  566. if (norepeat) {
  567. const GLuint wrap = GL_CLAMP_TO_EDGE;
  568. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap));
  569. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap));
  570. }
  571. }
  572. static void renderSkybox(const struct Camera *camera, const struct BSPModel *model) {
  573. const struct AMat4f op = aMat4fMul(camera->projection, aMat4f3(camera->orientation, aVec3ff(0)));
  574. r.uniforms.mvp = &op.X.x;
  575. render_ProgramUse(programs + Program_Skybox);
  576. for (int i = 0; i < BSPSkyboxDir_COUNT; ++i)
  577. renderBindTexture(&model->skybox[i]->texture, 1+i, 1);
  578. renderApplyAttribs(attribs, &box_buffer, 0);
  579. GL_CALL(glDisable(GL_CULL_FACE));
  580. GL_CALL(glDrawArrays(GL_TRIANGLES, 0, COUNTOF(box)));
  581. GL_CALL(glEnable(GL_CULL_FACE));
  582. }
  583. static float aMaxf(float a, float b) { return a > b ? a : b; }
  584. //static float aMinf(float a, float b) { return a < b ? a : b; }
  585. void renderModelDraw(const RDrawParams *params, const struct BSPModel *model) {
  586. if (!model->detailed.draws_count) return;
  587. const struct AMat4f mvp = aMat4fMul(params->camera->view_projection,
  588. aMat4fTranslation(params->translation));
  589. GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->ibo.gl_name));
  590. renderBindTexture(&model->lightmap, 0, 0);
  591. GL_CALL(glActiveTexture(GL_TEXTURE0 + 1));
  592. const struct AVec3f rel_pos = aVec3fSub(params->camera->pos, params->translation);
  593. r.current_program = NULL;
  594. r.uniforms.mvp = &mvp.X.x;
  595. r.uniforms.lmn = params->lmn;
  596. r.uniforms.far = params->camera->z_far;
  597. const float distance =
  598. aMaxf(aMaxf(
  599. aMaxf(rel_pos.x - model->aabb.max.x, model->aabb.min.x - rel_pos.x),
  600. aMaxf(rel_pos.y - model->aabb.max.y, model->aabb.min.y - rel_pos.y)),
  601. aMaxf(rel_pos.z - model->aabb.max.z, model->aabb.min.z - rel_pos.z));
  602. /*
  603. PRINTF("%f %f %f -> %f",
  604. rel_pos.x, rel_pos.y, rel_pos.z, distance);
  605. */
  606. if (distance < r.closest_map.distance) {
  607. r.closest_map.distance = distance;
  608. r.closest_map.model = model;
  609. }
  610. if (distance < 5000.f)
  611. renderDrawSet(model, &model->detailed);
  612. else
  613. renderDrawSet(model, &model->coarse);
  614. }
  615. void renderResize(int w, int h) {
  616. glViewport(0, 0, w, h);
  617. }
  618. void renderBegin() {
  619. glClearColor(0.f,1.f,0.f,0);
  620. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  621. r.closest_map.distance = 1e9f;
  622. }
  623. void renderEnd(const struct Camera *camera) {
  624. renderSkybox(camera, r.closest_map.model);
  625. }