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. //#define RENDER_GL_DEBUG
  52. #ifdef RENDER_GL_DEBUG
  53. static void a__GlPrintError(const char *message, int error) {
  54. const char *errstr = "UNKNOWN";
  55. switch (error) {
  56. case GL_INVALID_ENUM: errstr = "GL_INVALID_ENUM"; break;
  57. case GL_INVALID_VALUE: errstr = "GL_INVALID_VALUE"; break;
  58. case GL_INVALID_OPERATION: errstr = "GL_INVALID_OPERATION"; break;
  59. #ifdef GL_STACK_OVERFLOW
  60. case GL_STACK_OVERFLOW: errstr = "GL_STACK_OVERFLOW"; break;
  61. #endif
  62. #ifdef GL_STACK_UNDERFLOW
  63. case GL_STACK_UNDERFLOW: errstr = "GL_STACK_UNDERFLOW"; break;
  64. #endif
  65. case GL_OUT_OF_MEMORY: errstr = "GL_OUT_OF_MEMORY"; break;
  66. #ifdef GL_TABLE_TOO_LARGE
  67. case GL_TABLE_TOO_LARGE: errstr = "GL_TABLE_TOO_LARGE"; break;
  68. #endif
  69. };
  70. PRINTF("%s %s (%#x)", message, errstr, error);
  71. }
  72. #define RENDER_GL_GETERROR(f) \
  73. const int glerror = glGetError(); \
  74. if (glerror != GL_NO_ERROR) { \
  75. a__GlPrintError(__FILE__ ":" RENDER__GL_STR(__LINE__) ": " #f " returned ", glerror); \
  76. RENDER_ASSERT(!"GL error"); \
  77. }
  78. #else
  79. #define RENDER_GL_GETERROR(f)
  80. #endif
  81. #define RENDER__GL_STR__(s) #s
  82. #define RENDER__GL_STR(s) RENDER__GL_STR__(s)
  83. #ifdef RENDER_GL_TRACE
  84. #define RENDER_GL_TRACE_PRINT PRINTF
  85. #else
  86. #define RENDER_GL_TRACE_PRINT(...)
  87. #endif
  88. #define GL_CALL(f) do{\
  89. RENDER_GL_TRACE_PRINT("%s", #f); \
  90. RENDER_GL_PROFILE_PREAMBLE \
  91. f; \
  92. RENDER_GL_PROFILE_FUNC(#f, aAppTime() - profile_time_start__); \
  93. RENDER_GL_GETERROR(f) \
  94. } while(0)
  95. #ifdef _WIN32
  96. #define WGL__FUNCLIST \
  97. WGL__FUNCLIST_DO(PFNGLBLENDCOLORPROC, BlendColor) \
  98. WGL__FUNCLIST_DO(PFNGLBLENDEQUATIONPROC, BlendEquation) \
  99. WGL__FUNCLIST_DO(PFNGLGENBUFFERSPROC, GenBuffers) \
  100. WGL__FUNCLIST_DO(PFNGLBINDBUFFERPROC, BindBuffer) \
  101. WGL__FUNCLIST_DO(PFNGLBUFFERDATAPROC, BufferData) \
  102. WGL__FUNCLIST_DO(PFNGLGETATTRIBLOCATIONPROC, GetAttribLocation) \
  103. WGL__FUNCLIST_DO(PFNGLACTIVETEXTUREPROC, ActiveTexture) \
  104. WGL__FUNCLIST_DO(PFNGLCREATESHADERPROC, CreateShader) \
  105. WGL__FUNCLIST_DO(PFNGLSHADERSOURCEPROC, ShaderSource) \
  106. WGL__FUNCLIST_DO(PFNGLCOMPILESHADERPROC, CompileShader) \
  107. WGL__FUNCLIST_DO(PFNGLATTACHSHADERPROC, AttachShader) \
  108. WGL__FUNCLIST_DO(PFNGLDELETESHADERPROC, DeleteShader) \
  109. WGL__FUNCLIST_DO(PFNGLGETSHADERIVPROC, GetShaderiv) \
  110. WGL__FUNCLIST_DO(PFNGLGETSHADERINFOLOGPROC, GetShaderInfoLog) \
  111. WGL__FUNCLIST_DO(PFNGLCREATEPROGRAMPROC, CreateProgram) \
  112. WGL__FUNCLIST_DO(PFNGLLINKPROGRAMPROC, LinkProgram) \
  113. WGL__FUNCLIST_DO(PFNGLGETPROGRAMINFOLOGPROC, GetProgramInfoLog) \
  114. WGL__FUNCLIST_DO(PFNGLDELETEPROGRAMPROC, DeleteProgram) \
  115. WGL__FUNCLIST_DO(PFNGLGETPROGRAMIVPROC, GetProgramiv) \
  116. WGL__FUNCLIST_DO(PFNGLUSEPROGRAMPROC, UseProgram) \
  117. WGL__FUNCLIST_DO(PFNGLGETUNIFORMLOCATIONPROC, GetUniformLocation) \
  118. WGL__FUNCLIST_DO(PFNGLUNIFORM1FPROC, Uniform1f) \
  119. WGL__FUNCLIST_DO(PFNGLUNIFORM2FPROC, Uniform2f) \
  120. WGL__FUNCLIST_DO(PFNGLUNIFORM1IPROC, Uniform1i) \
  121. WGL__FUNCLIST_DO(PFNGLUNIFORMMATRIX4FVPROC, UniformMatrix4fv) \
  122. WGL__FUNCLIST_DO(PFNGLENABLEVERTEXATTRIBARRAYPROC, EnableVertexAttribArray) \
  123. WGL__FUNCLIST_DO(PFNGLDISABLEVERTEXATTRIBARRAYPROC, DisableVertexAttribArray) \
  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 struct {
  131. int textures_count;
  132. int textures_size;
  133. int buffers_count;
  134. int buffers_size;
  135. } stats;
  136. static void renderPrintMemUsage() {
  137. PRINTF("Render Tc: %u, Ts: %uMiB, Bc: %u, Bs: %uMiB, Total: %uMiB",
  138. stats.textures_count, stats.textures_size >> 20,
  139. stats.buffers_count, stats.buffers_size >> 20,
  140. (stats.buffers_size + stats.textures_size) >> 20);
  141. }
  142. static GLint render_ShaderCreate(GLenum type, const char *sources[]) {
  143. int n;
  144. GLuint shader = glCreateShader(type);
  145. for (n = 0; sources[n]; ++n);
  146. GL_CALL(glShaderSource(shader, n, (const GLchar **)sources, 0));
  147. GL_CALL(glCompileShader(shader));
  148. #ifdef RENDER_ERRORCHECK
  149. {
  150. GLint status;
  151. GL_CALL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status));
  152. if (status != GL_TRUE) {
  153. char buffer[1024];
  154. GL_CALL(glGetShaderInfoLog(shader, sizeof(buffer), 0, buffer));
  155. PRINTF("Shader compilation error: %s", buffer);
  156. GL_CALL(glDeleteShader(shader));
  157. shader = 0;
  158. }
  159. }
  160. #endif
  161. return shader;
  162. }
  163. void renderTextureUpload(RTexture *texture, RTextureUploadParams params) {
  164. int pixel_bits = 0;
  165. GLenum internal, format, type;
  166. if (texture->gl_name == -1) {
  167. GL_CALL(glGenTextures(1, (GLuint*)&texture->gl_name));
  168. texture->type_flags = 0;
  169. ++stats.textures_count;
  170. }
  171. const GLenum binding = (params.type == RTexType_2D) ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP;
  172. const GLint wrap = (params.type == RTexType_2D && params.wrap == RTexWrap_Repeat)
  173. ? GL_REPEAT : GL_CLAMP_TO_EDGE;
  174. GL_CALL(glBindTexture(binding, texture->gl_name));
  175. GLenum upload_binding = binding;
  176. switch (params.type) {
  177. case RTexType_2D: upload_binding = GL_TEXTURE_2D; break;
  178. case RTexType_CubePX: upload_binding = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
  179. case RTexType_CubeNX: upload_binding = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
  180. case RTexType_CubePY: upload_binding = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
  181. case RTexType_CubeNY: upload_binding = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
  182. case RTexType_CubePZ: upload_binding = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
  183. case RTexType_CubeNZ: upload_binding = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
  184. }
  185. int compressed = 0;
  186. switch (params.format) {
  187. case RTexFormat_RGB565:
  188. pixel_bits = 16;
  189. internal = format = GL_RGB; type = GL_UNSIGNED_SHORT_5_6_5;
  190. break;
  191. #ifdef ATTO_PLATFORM_RPI
  192. case RTexFormat_Compressed_ETC1:
  193. pixel_bits = 4;
  194. internal = GL_ETC1_RGB8_OES;
  195. compressed = 1;
  196. break;
  197. #endif
  198. default:
  199. ATTO_ASSERT(!"Impossible texture format");
  200. }
  201. const int image_size = params.width * params.height * pixel_bits / 8;
  202. if (!compressed) {
  203. GL_CALL(glTexImage2D(upload_binding, params.mip_level < 0 ? 0 : params.mip_level, internal, params.width, params.height, 0,
  204. format, type, params.pixels));
  205. } else {
  206. GL_CALL(glCompressedTexImage2D(upload_binding, params.mip_level < 0 ? 0 : params.mip_level, internal, params.width, params.height,
  207. 0, image_size, params.pixels));
  208. }
  209. stats.textures_size += image_size;
  210. renderPrintMemUsage();
  211. if (params.mip_level == -1)
  212. GL_CALL(glGenerateMipmap(binding));
  213. GL_CALL(glTexParameteri(binding, GL_TEXTURE_MIN_FILTER, params.mip_level >= -1 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR));
  214. GL_CALL(glTexParameteri(binding, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
  215. GL_CALL(glTexParameteri(binding, GL_TEXTURE_WRAP_S, wrap));
  216. GL_CALL(glTexParameteri(binding, GL_TEXTURE_WRAP_T, wrap));
  217. if (params.mip_level < 1) {
  218. texture->width = params.width;
  219. texture->height = params.height;
  220. }
  221. texture->format = params.format;
  222. texture->type_flags |= params.type;
  223. }
  224. void renderBufferCreate(RBuffer *buffer, RBufferType type, int size, const void *data) {
  225. switch (type) {
  226. case RBufferType_Vertex: buffer->type = GL_ARRAY_BUFFER; break;
  227. case RBufferType_Index: buffer->type = GL_ELEMENT_ARRAY_BUFFER; break;
  228. default: ASSERT(!"Invalid buffer type");
  229. }
  230. GL_CALL(glGenBuffers(1, (GLuint*)&buffer->gl_name));
  231. ++stats.buffers_count;
  232. GL_CALL(glBindBuffer(buffer->type, (GLuint)buffer->gl_name));
  233. GL_CALL(glBufferData(buffer->type, size, data, GL_STATIC_DRAW));
  234. stats.buffers_size += size;
  235. renderPrintMemUsage();
  236. }
  237. typedef struct {
  238. const char *name;
  239. int components;
  240. GLenum type;
  241. GLint normalize;
  242. int stride;
  243. const void *ptr;
  244. } RAttrib;
  245. typedef struct {
  246. const char *name;
  247. } RUniform;
  248. #define RENDER_LIST_ATTRIBS \
  249. RENDER_DECLARE_ATTRIB(vertex, 3, GL_FLOAT, GL_FALSE) \
  250. RENDER_DECLARE_ATTRIB(lightmap_uv, 2, GL_FLOAT, GL_FALSE) \
  251. RENDER_DECLARE_ATTRIB(tex_uv, 2, GL_FLOAT, GL_FALSE) \
  252. RENDER_DECLARE_ATTRIB(average_color, 3, GL_UNSIGNED_BYTE, GL_TRUE) \
  253. // RENDER_DECLARE_ATTRIB(normal, 3, GL_FLOAT)
  254. static const RAttrib attribs[] = {
  255. #define RENDER_DECLARE_ATTRIB(n,c,t,N) \
  256. {"a_" # n, c, t, N, sizeof(struct BSPModelVertex), (void*)offsetof(struct BSPModelVertex, n)},
  257. RENDER_LIST_ATTRIBS
  258. #undef RENDER_DECLARE_ATTRIB
  259. };
  260. enum RAttribKinds {
  261. #define RENDER_DECLARE_ATTRIB(n,c,t,N) \
  262. RAttribKind_ ## n,
  263. RENDER_LIST_ATTRIBS
  264. #undef RENDER_DECLARE_ATTRIB
  265. RAttribKind_COUNT
  266. };
  267. #define RENDER_LIST_UNIFORMS \
  268. RENDER_DECLARE_UNIFORM(mvp) \
  269. RENDER_DECLARE_UNIFORM(far) \
  270. RENDER_DECLARE_UNIFORM(lightmap) \
  271. RENDER_DECLARE_UNIFORM(tex0) \
  272. RENDER_DECLARE_UNIFORM(tex0_size) \
  273. RENDER_DECLARE_UNIFORM(tex0_scale) \
  274. RENDER_DECLARE_UNIFORM(tex0_translate) \
  275. static const RUniform uniforms[] = {
  276. #define RENDER_DECLARE_UNIFORM(n) {"u_" # n},
  277. RENDER_LIST_UNIFORMS
  278. #undef RENDER_DECLARE_UNIFORM
  279. };
  280. enum RUniformKinds {
  281. #define RENDER_DECLARE_UNIFORM(n) RUniformKind_ ## n,
  282. RENDER_LIST_UNIFORMS
  283. #undef RENDER_DECLARE_UNIFORM
  284. RUniformKind_COUNT
  285. };
  286. typedef struct RProgram {
  287. GLint name;
  288. struct {
  289. const char *common, *vertex, *fragment;
  290. } shader_sources;
  291. int attrib_locations[RAttribKind_COUNT];
  292. int uniform_locations[RUniformKind_COUNT];
  293. } RProgram;
  294. static RProgram programs[MShader_COUNT] = {
  295. /* MShader_Unknown */
  296. {-1, {
  297. /* common */
  298. "varying vec3 v_pos;\n",
  299. /* vertex */
  300. "attribute vec3 a_vertex;\n"
  301. "uniform mat4 u_mvp;\n"
  302. "void main() {\n"
  303. "v_pos = a_vertex;\n"
  304. "gl_Position = u_mvp * vec4(a_vertex, 1.);\n"
  305. "}\n",
  306. /* fragment */
  307. "void main() {\n"
  308. "gl_FragColor = vec4(mod(v_pos,100.)/100., 1.);\n"
  309. "}\n",
  310. },
  311. { -1 }, { -1 }
  312. },
  313. /* MShader_LightmappedOnly */
  314. {-1, {
  315. /*common*/
  316. "varying vec2 v_lightmap_uv;\n"
  317. "varying vec3 v_color;\n",
  318. /*vertex*/
  319. "attribute vec3 a_vertex, a_average_color;\n"
  320. "attribute vec2 a_lightmap_uv;\n"
  321. "uniform mat4 u_mvp;\n"
  322. "void main() {\n"
  323. "v_lightmap_uv = a_lightmap_uv;\n"
  324. "v_color = a_average_color;\n"
  325. "gl_Position = u_mvp * vec4(a_vertex, 1.);\n"
  326. "}\n",
  327. /*fragment*/
  328. "uniform sampler2D u_lightmap;\n"
  329. "void main() {\n"
  330. "gl_FragColor = vec4(v_color * texture2D(u_lightmap, v_lightmap_uv).xyz, 1.);\n"
  331. "}\n"
  332. },
  333. { -1 }, { -1 }
  334. },
  335. /* MShader_LightmappedGeneric */
  336. {-1, {
  337. /*common*/
  338. "varying vec2 v_lightmap_uv, v_tex_uv;\n",
  339. /*vertex*/
  340. "attribute vec3 a_vertex;\n"
  341. "attribute vec2 a_lightmap_uv, a_tex_uv;\n"
  342. "uniform mat4 u_mvp;\n"
  343. "void main() {\n"
  344. "v_lightmap_uv = a_lightmap_uv;\n"
  345. "v_tex_uv = a_tex_uv;\n"
  346. "gl_Position = u_mvp * vec4(a_vertex, 1.);\n"
  347. "}\n",
  348. /*fragment*/
  349. "uniform sampler2D u_lightmap, u_tex0;\n"
  350. "uniform vec2 u_lightmap_size, u_tex0_size;\n"
  351. "void main() {\n"
  352. "vec4 albedo = texture2D(u_tex0, v_tex_uv/u_tex0_size);\n"
  353. "vec3 lm = texture2D(u_lightmap, v_lightmap_uv).xyz;\n"
  354. "vec3 color = albedo.xyz * lm;\n"
  355. "gl_FragColor = vec4(color, 1.);\n"
  356. "}\n"
  357. },
  358. { -1 }, { -1 }
  359. },
  360. /* MShader_UnlitGeneric */
  361. {-1, { /* common */
  362. "varying vec2 v_uv;\n",
  363. /* vertex */
  364. "attribute vec3 a_vertex;\n"
  365. "attribute vec2 a_tex_uv;\n"
  366. "uniform mat4 u_mvp;\n"
  367. "uniform float u_far;\n"
  368. "uniform vec2 u_tex0_scale, u_tex0_translate;\n"
  369. "void main() {\n"
  370. "v_uv = a_tex_uv * u_tex0_scale + u_tex0_translate;\n"
  371. "gl_Position = u_mvp * vec4(u_far * .5 * a_vertex, 1.);\n"
  372. "}\n",
  373. /* fragment */
  374. "uniform sampler2D u_tex0;\n"
  375. "uniform vec2 u_tex0_size;\n"
  376. "void main() {\n"
  377. "gl_FragColor = texture2D(u_tex0, v_uv + vec2(.5) / u_tex0_size);\n"
  378. //"gl_FragColor = texture2D(u_tex0, v_uv);\n"
  379. "}\n",
  380. }, {-1}, {-1}},
  381. };
  382. static struct BSPModelVertex box[] = {
  383. {{ 1.f, -1.f, -1.f}, {0.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  384. {{ 1.f, 1.f, -1.f}, {0.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  385. {{ 1.f, 1.f, 1.f}, {0.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  386. {{ 1.f, 1.f, 1.f}, {0.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  387. {{ 1.f, -1.f, 1.f}, {0.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  388. {{ 1.f, -1.f, -1.f}, {0.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  389. {{-1.f, -1.f, 1.f}, {1.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  390. {{-1.f, 1.f, 1.f}, {1.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  391. {{-1.f, 1.f, -1.f}, {1.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  392. {{-1.f, 1.f, -1.f}, {1.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  393. {{-1.f, -1.f, -1.f}, {1.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  394. {{-1.f, -1.f, 1.f}, {1.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  395. {{ 1.f, -1.f, -1.f}, {2.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  396. {{ 1.f, -1.f, 1.f}, {2.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  397. {{-1.f, -1.f, 1.f}, {2.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  398. {{-1.f, -1.f, 1.f}, {2.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  399. {{-1.f, -1.f, -1.f}, {2.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  400. {{ 1.f, -1.f, -1.f}, {2.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  401. {{ 1.f, 1.f, 1.f}, {3.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  402. {{ 1.f, 1.f, -1.f}, {3.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  403. {{-1.f, 1.f, -1.f}, {3.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  404. {{-1.f, 1.f, -1.f}, {3.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  405. {{-1.f, 1.f, 1.f}, {3.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  406. {{ 1.f, 1.f, 1.f}, {3.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  407. {{ 1.f, -1.f, 1.f}, {4.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  408. {{ 1.f, 1.f, 1.f}, {4.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  409. {{-1.f, 1.f, 1.f}, {4.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  410. {{-1.f, 1.f, 1.f}, {4.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  411. {{-1.f, -1.f, 1.f}, {4.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  412. {{ 1.f, -1.f, 1.f}, {4.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  413. {{-1.f, -1.f, -1.f}, {5.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  414. {{-1.f, 1.f, -1.f}, {5.f, 0.f}, {1.f, 1.f}, {0, 0, 0}},
  415. {{ 1.f, 1.f, -1.f}, {5.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  416. {{ 1.f, 1.f, -1.f}, {5.f, 0.f}, {0.f, 1.f}, {0, 0, 0}},
  417. {{ 1.f, -1.f, -1.f}, {5.f, 0.f}, {0.f, 0.f}, {0, 0, 0}},
  418. {{-1.f, -1.f, -1.f}, {5.f, 0.f}, {1.f, 0.f}, {0, 0, 0}},
  419. };
  420. static RBuffer box_buffer;
  421. static struct {
  422. const RTexture *current_tex0;
  423. const RProgram *current_program;
  424. struct {
  425. const float *mvp;
  426. float far;
  427. } uniforms;
  428. struct {
  429. float distance;
  430. const struct BSPModel *model;
  431. } closest_map;
  432. } r;
  433. static void renderApplyAttribs(const RAttrib *attribs, const RBuffer *buffer, unsigned int vbo_offset) {
  434. for(int i = 0; i < RAttribKind_COUNT; ++i) {
  435. const RAttrib *a = attribs + i;
  436. const int loc = r.current_program->attrib_locations[i];
  437. if (loc < 0) continue;
  438. GL_CALL(glEnableVertexAttribArray(loc));
  439. GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, buffer->gl_name));
  440. GL_CALL(glVertexAttribPointer(loc, a->components, a->type, a->normalize, a->stride, (const char*)a->ptr + vbo_offset * sizeof(struct BSPModelVertex)));
  441. }
  442. }
  443. static int render_ProgramUse(RProgram *prog) {
  444. if (r.current_program == prog)
  445. return 0;
  446. if (r.current_program) {
  447. for (int i = 0; i < RAttribKind_COUNT; ++i) {
  448. const int loc = r.current_program->attrib_locations[i];
  449. if (loc >= 0)
  450. GL_CALL(glDisableVertexAttribArray(loc));
  451. }
  452. }
  453. GL_CALL(glUseProgram(prog->name));
  454. GL_CALL(glUniform1i(prog->uniform_locations[RUniformKind_lightmap], 0));
  455. GL_CALL(glUniform1i(prog->uniform_locations[RUniformKind_tex0], 1));
  456. GL_CALL(glUniformMatrix4fv(prog->uniform_locations[RUniformKind_mvp], 1, GL_FALSE, r.uniforms.mvp));
  457. GL_CALL(glUniform1f(prog->uniform_locations[RUniformKind_far], r.uniforms.far));
  458. r.current_program = prog;
  459. r.current_tex0 = NULL;
  460. return 1;
  461. }
  462. static int render_ProgramInit(RProgram *prog) {
  463. GLuint program;
  464. GLuint vertex_shader, fragment_shader;
  465. const char *sources[] = {
  466. prog->shader_sources.common, prog->shader_sources.fragment, 0
  467. };
  468. fragment_shader = render_ShaderCreate(GL_FRAGMENT_SHADER, sources);
  469. if (fragment_shader == 0)
  470. return -1;
  471. sources[1] = prog->shader_sources.vertex;
  472. vertex_shader = render_ShaderCreate(GL_VERTEX_SHADER, sources);
  473. if (vertex_shader == 0) {
  474. GL_CALL(glDeleteShader(fragment_shader));
  475. return -2;
  476. }
  477. program = glCreateProgram();
  478. GL_CALL(glAttachShader(program, fragment_shader));
  479. GL_CALL(glAttachShader(program, vertex_shader));
  480. GL_CALL(glLinkProgram(program));
  481. GL_CALL(glDeleteShader(fragment_shader));
  482. GL_CALL(glDeleteShader(vertex_shader));
  483. #ifdef RENDER_ERRORCHECK
  484. {
  485. GLint status;
  486. GL_CALL(glGetProgramiv(program, GL_LINK_STATUS, &status));
  487. if (status != GL_TRUE) {
  488. char buffer[1024];
  489. GL_CALL(glGetProgramInfoLog(program, sizeof(buffer), 0, buffer));
  490. PRINTF("Program linking error: %s", buffer);
  491. GL_CALL(glDeleteProgram(program));
  492. return -3;
  493. }
  494. }
  495. #endif
  496. prog->name = program;
  497. for(int i = 0; i < RAttribKind_COUNT; ++i) {
  498. prog->attrib_locations[i] = glGetAttribLocation(prog->name, attribs[i].name);
  499. if (prog->attrib_locations[i] < 0)
  500. PRINTF("Cannot locate attribute %s", attribs[i].name);
  501. }
  502. for(int i = 0; i < RUniformKind_COUNT; ++i) {
  503. prog->uniform_locations[i] = glGetUniformLocation(prog->name, uniforms[i].name);
  504. if (prog->uniform_locations[i] < 0)
  505. PRINTF("Cannot locate uniform %s", uniforms[i].name);
  506. }
  507. return 0;
  508. }
  509. int renderInit() {
  510. PRINTF("GL extensions: %s", glGetString(GL_EXTENSIONS));
  511. #ifdef _WIN32
  512. #define WGL__FUNCLIST_DO(T, N) \
  513. gl##N = (T)wglGetProcAddress("gl" #N); \
  514. ASSERT(gl##N);
  515. WGL__FUNCLIST
  516. #undef WGL__FUNCLIST_DO
  517. #endif
  518. memset(&stats, 0, sizeof(stats));
  519. r.current_program = NULL;
  520. r.current_tex0 = NULL;
  521. r.uniforms.mvp = NULL;
  522. for (int i = 0; i < MShader_COUNT; ++i) {
  523. if (render_ProgramInit(programs + i) != 0) {
  524. PRINTF("Cannot create program %d", i);
  525. return 0;
  526. }
  527. }
  528. struct Texture default_texture;
  529. RTextureUploadParams params;
  530. params.type = RTexType_2D;
  531. params.format = RTexFormat_RGB565;
  532. params.width = 2;
  533. params.height = 2;
  534. params.pixels = (uint16_t[]){0xffffu, 0, 0, 0xffffu};
  535. params.mip_level = -2;
  536. params.wrap = RTexWrap_Clamp;
  537. renderTextureInit(&default_texture.texture);
  538. renderTextureUpload(&default_texture.texture, params);
  539. cachePutTexture("opensource/placeholder", &default_texture);
  540. {
  541. struct Material default_material;
  542. memset(&default_material, 0, sizeof default_material);
  543. default_material.average_color = aVec3f(0.f, 1.f, 0.f);
  544. default_material.shader = MShader_Unknown;
  545. cachePutMaterial("opensource/placeholder", &default_material);
  546. }
  547. {
  548. struct Material lightmap_color_material;
  549. memset(&lightmap_color_material, 0, sizeof lightmap_color_material);
  550. lightmap_color_material.average_color = aVec3f(1.f, 1.f, 0.f);
  551. lightmap_color_material.shader = MShader_LightmappedOnly;
  552. cachePutMaterial("opensource/coarse", &lightmap_color_material);
  553. }
  554. renderBufferCreate(&box_buffer, RBufferType_Vertex, sizeof(box), box);
  555. GL_CALL(glEnable(GL_DEPTH_TEST));
  556. GL_CALL(glEnable(GL_CULL_FACE));
  557. return 1;
  558. }
  559. static void renderBindTexture(const RTexture *texture, int slot, int norepeat) {
  560. GL_CALL(glActiveTexture(GL_TEXTURE0 + slot));
  561. GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->gl_name));
  562. if (norepeat) {
  563. const GLuint wrap = GL_CLAMP_TO_EDGE;
  564. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap));
  565. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap));
  566. }
  567. }
  568. static int renderUseMaterial(const Material *m) {
  569. const int program_changed = render_ProgramUse(programs + m->shader);
  570. if (m->base_texture.texture) {
  571. const RTexture *t = &m->base_texture.texture->texture;
  572. if (t != r.current_tex0) {
  573. renderBindTexture(&m->base_texture.texture->texture, 1, m->shader == MShader_UnlitGeneric);
  574. GL_CALL(glUniform2f(r.current_program->uniform_locations[RUniformKind_tex0_size], (float)t->width, (float)t->height));
  575. GL_CALL(glUniform2f(r.current_program->uniform_locations[RUniformKind_tex0_scale], m->base_texture.transform.scale.x, m->base_texture.transform.scale.y));
  576. GL_CALL(glUniform2f(r.current_program->uniform_locations[RUniformKind_tex0_translate], m->base_texture.transform.translate.x, m->base_texture.transform.translate.y));
  577. r.current_tex0 = t;
  578. }
  579. }
  580. return program_changed;
  581. }
  582. static void renderDrawSet(const struct BSPModel *model, const struct BSPDrawSet *drawset) {
  583. unsigned int vbo_offset = 0;
  584. for (int i = 0; i < drawset->draws_count; ++i) {
  585. const struct BSPDraw *draw = drawset->draws + i;
  586. if (renderUseMaterial(draw->material) || i == 0 || draw->vbo_offset != vbo_offset) {
  587. vbo_offset = draw->vbo_offset;
  588. renderApplyAttribs(attribs, &model->vbo, draw->vbo_offset);
  589. }
  590. GL_CALL(glDrawElements(GL_TRIANGLES, draw->count, GL_UNSIGNED_SHORT, (void*)(sizeof(uint16_t) * draw->start)));
  591. }
  592. }
  593. static void renderSkybox(const struct Camera *camera, const struct BSPModel *model) {
  594. const struct AMat4f op = aMat4fMul(camera->projection, aMat4f3(camera->orientation, aVec3ff(0)));
  595. r.uniforms.mvp = &op.X.x;
  596. GL_CALL(glDisable(GL_CULL_FACE));
  597. for (int i = 0; i < BSPSkyboxDir_COUNT; ++i) {
  598. if (!model->skybox[i] || !model->skybox[i]->base_texture.texture)
  599. continue;
  600. renderUseMaterial(model->skybox[i]);
  601. renderApplyAttribs(attribs, &box_buffer, 0);
  602. GL_CALL(glDrawArrays(GL_TRIANGLES, i*6, 6));
  603. }
  604. GL_CALL(glEnable(GL_CULL_FACE));
  605. }
  606. static float aMaxf(float a, float b) { return a > b ? a : b; }
  607. //static float aMinf(float a, float b) { return a < b ? a : b; }
  608. void renderModelDraw(const RDrawParams *params, const struct BSPModel *model) {
  609. if (!model->detailed.draws_count) return;
  610. const struct AMat4f mvp = aMat4fMul(params->camera->view_projection,
  611. aMat4fTranslation(params->translation));
  612. GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->ibo.gl_name));
  613. renderBindTexture(&model->lightmap, 0, 0);
  614. const struct AVec3f rel_pos = aVec3fSub(params->camera->pos, params->translation);
  615. r.current_program = NULL;
  616. r.uniforms.mvp = &mvp.X.x;
  617. r.uniforms.far = params->camera->z_far;
  618. const float distance =
  619. aMaxf(aMaxf(
  620. aMaxf(rel_pos.x - model->aabb.max.x, model->aabb.min.x - rel_pos.x),
  621. aMaxf(rel_pos.y - model->aabb.max.y, model->aabb.min.y - rel_pos.y)),
  622. aMaxf(rel_pos.z - model->aabb.max.z, model->aabb.min.z - rel_pos.z));
  623. /*
  624. PRINTF("%f %f %f -> %f",
  625. rel_pos.x, rel_pos.y, rel_pos.z, distance);
  626. */
  627. if (distance < r.closest_map.distance) {
  628. r.closest_map.distance = distance;
  629. r.closest_map.model = model;
  630. }
  631. if (params->selected) {
  632. GL_CALL(glEnable(GL_BLEND));
  633. GL_CALL(glBlendColor(1, 1, 1, .5f));
  634. //GL_CALL(glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE));
  635. GL_CALL(glBlendFunc(GL_ONE, GL_CONSTANT_ALPHA));
  636. GL_CALL(glBlendEquation(GL_FUNC_ADD));
  637. }
  638. if (distance < 0.f)
  639. renderDrawSet(model, &model->detailed);
  640. else
  641. renderDrawSet(model, &model->coarse);
  642. if (params->selected) {
  643. GL_CALL(glDisable(GL_BLEND));
  644. }
  645. }
  646. void renderResize(int w, int h) {
  647. glViewport(0, 0, w, h);
  648. }
  649. void renderBegin() {
  650. glClearColor(0.f,1.f,0.f,0);
  651. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  652. r.closest_map.distance = 1e9f;
  653. }
  654. void renderEnd(const struct Camera *camera) {
  655. renderSkybox(camera, r.closest_map.model);
  656. }