v4k-git-backup/engine/split/v4k_render.c

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// -----------------------------------------------------------------------------
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// opengl
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define GL_DEBUG_SEVERITY_HIGH 0x9146
#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B
#define GL_DEBUG_SOURCE_API 0x8246
#define GL_DEBUG_TYPE_ERROR 0x824C
//
void glDebugCallback(uint32_t source, uint32_t type, uint32_t id, uint32_t severity, int32_t length, const char * message, void * userdata) {
// whitelisted codes (also: 131169, 131204).
if( id == 131154 ) return; // Pixel-path performance warning: Pixel transfer is synchronized with 3D rendering.
if( id == 131185 ) return; // Buffer object 2 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations
if( id == 131218 ) return; // Program/shader state performance warning: Vertex shader in program 9 is being recompiled based on GL state.
if( id == 2 ) return; // INFO: API_ID_RECOMPILE_FRAGMENT_SHADER performance warning has been generated. Fragment shader recompiled due to state change. [ID: 2]
const char * GL_ERROR_TYPE[] = { "ERROR", "DEPRECATED BEHAVIOR", "UNDEFINED DEHAVIOUR", "PORTABILITY", "PERFORMANCE", "OTHER" };
const char * GL_ERROR_SOURCE[] = { "API", "WINDOW SYSTEM", "SHADER COMPILER", "THIRD PARTY", "APPLICATION", "OTHER" };
const char * GL_ERROR_SEVERITY[] = { "HIGH", "MEDIUM", "LOW", "NOTIFICATION" };
type = type - GL_DEBUG_TYPE_ERROR;
source = source - GL_DEBUG_SOURCE_API;
severity = severity == GL_DEBUG_SEVERITY_NOTIFICATION ? 3 : severity - GL_DEBUG_SEVERITY_HIGH;
if(severity >= 2) return; // do not log low_severity or notifications
PRINTF( "!%s:%s [ID: %u]\n", type == 0 ? "ERROR":"WARNING", message, id );
// PANIC( "!%s:%s [ID: %u]\n", type == 0 ? "ERROR":"WARNING", message, id );
}
void glDebugEnable() {
do_once {
typedef void (*GLDEBUGPROC)(uint32_t, uint32_t, uint32_t, uint32_t, int32_t, const char *, const void *);
typedef void (*GLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC, const void *);
void *func = glfwGetProcAddress("glDebugMessageCallback");
void (*glDebugMessageCallback)(GLDEBUGPROC, const void *) = (GLDEBUGMESSAGECALLBACKPROC)func;
if( func ) {
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallback((GLDEBUGPROC)glDebugCallback, NULL);
}
}
}
static
void glCopyBackbufferToTexture( texture_t *tex ) { // unused
glActiveTexture( GL_TEXTURE0 + texture_unit() );
glBindTexture( GL_TEXTURE_2D, tex->id );
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 0, 0, window_width(), window_height(), 0 );
}
// ----------------------------------------------------------------------------
// renderstate
renderstate_t renderstate() {
renderstate_t state = {0};
// Set default clear color to black
state.clear_color[0] = 0.0f; // Red
state.clear_color[1] = 0.0f; // Green
state.clear_color[2] = 0.0f; // Blue
state.clear_color[3] = 1.0f; // Alpha
// Set default color mask to GL_TRUE
state.color_mask[0] = GL_TRUE;
state.color_mask[1] = GL_TRUE;
state.color_mask[2] = GL_TRUE;
state.color_mask[3] = GL_TRUE;
// Set default clear depth to maximum distance
state.clear_depth = 1.0;
// Enable depth test by default with less or equal function
state.depth_test_enabled = GL_TRUE;
state.depth_write_enabled = GL_TRUE;
state.depth_func = GL_LEQUAL;
// Disable polygon offset by default
state.polygon_offset_enabled = GL_FALSE;
state.polygon_offset_factor = 0.0f;
state.polygon_offset = 0.0f;
// Disable blending by default
state.blend_enabled = GL_FALSE;
state.blend_func = GL_FUNC_ADD;
state.blend_src = GL_ONE;
state.blend_dst = GL_ZERO;
// Disable culling by default but cull back faces
state.cull_face_enabled = GL_FALSE;
state.cull_face_mode = GL_BACK;
// Disable stencil test by default
state.stencil_test_enabled = GL_FALSE;
state.stencil_func = GL_ALWAYS;
state.stencil_op_fail = GL_KEEP;
state.stencil_op_zfail = GL_KEEP;
state.stencil_op_zpass = GL_KEEP;
state.stencil_ref = 0;
state.stencil_read_mask = 0xFFFFFFFF;
state.stencil_write_mask = 0xFFFFFFFF;
// Set default front face to counter-clockwise
state.front_face = GL_CCW;
// Set default line width
state.line_smooth_enabled = GL_FALSE;
state.line_width = 1.0f;
// Set default point size
state.point_size_enabled = GL_FALSE;
state.point_size = 1.0f;
// Set default polygon mode to fill
state.polygon_mode_face = GL_FRONT_AND_BACK;
state.polygon_mode_draw = GL_FILL;
// Disable scissor test by default
state.scissor_test_enabled = GL_FALSE;
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// Enable seamless cubemap by default
state.seamless_cubemap = GL_TRUE;
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// Disable depth clamp by default
state.depth_clamp_enabled = GL_FALSE;
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return state;
}
bool renderstate_compare(const renderstate_t *stateA, const renderstate_t *stateB) {
return memcmp(stateA, stateB, sizeof(renderstate_t)) == 0;
}
static renderstate_t last_rs;
void renderstate_apply(const renderstate_t *state) {
if (state != NULL) {
// Compare renderstates and bail if they are the same
if (renderstate_compare(state, &last_rs)) {
return;
}
// Store renderstate
last_rs = *state;
// Apply clear color
glClearColor(state->clear_color[0], state->clear_color[1], state->clear_color[2], state->clear_color[3]);
// Apply color mask
glColorMask(state->color_mask[0], state->color_mask[1], state->color_mask[2], state->color_mask[3]);
// Apply clear depth
glClearDepth(state->clear_depth);
// Apply depth test
if (state->depth_test_enabled) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(state->depth_func);
} else {
glDisable(GL_DEPTH_TEST);
}
// Apply polygon offset
if (state->polygon_offset_enabled) {
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(state->polygon_offset_factor, state->polygon_offset);
} else {
glDisable(GL_POLYGON_OFFSET_FILL);
}
// Apply depth write
glDepthMask(state->depth_write_enabled);
// Apply blending
if (state->blend_enabled) {
glEnable(GL_BLEND);
glBlendEquation(state->blend_func);
glBlendFunc(state->blend_src, state->blend_dst);
} else {
glDisable(GL_BLEND);
}
// Apply culling @fixme
if (state->cull_face_enabled) {
glEnable(GL_CULL_FACE);
glCullFace(state->cull_face_mode);
} else {
glDisable(GL_CULL_FACE);
}
// Apply stencil test
if (state->stencil_test_enabled) {
glEnable(GL_STENCIL_TEST);
glStencilMask(state->stencil_write_mask);
glStencilFunc(state->stencil_func, state->stencil_ref, state->stencil_read_mask);
glStencilOp(state->stencil_op_fail, state->stencil_op_zfail, state->stencil_op_zpass);
} else {
glDisable(GL_STENCIL_TEST);
}
// Apply front face direction @fixme
glFrontFace(state->front_face);
// Apply line width
glLineWidth(state->line_width);
// Apply smooth lines
if (state->line_smooth_enabled) {
glEnable(GL_LINE_SMOOTH);
} else {
glDisable(GL_LINE_SMOOTH);
}
#if !is(ems)
// Apply point size
if (state->point_size_enabled) {
glEnable(GL_PROGRAM_POINT_SIZE);
glPointSize(state->point_size);
} else {
glDisable(GL_PROGRAM_POINT_SIZE);
}
// Apply polygon mode
glPolygonMode(state->polygon_mode_face, state->polygon_mode_draw);
#endif
// Apply scissor test
if (state->scissor_test_enabled) {
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
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// Apply seamless cubemap
if (state->seamless_cubemap) {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
} else {
glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
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// Apply depth clamp
if (state->depth_clamp_enabled) {
glEnable(GL_DEPTH_CLAMP);
} else {
glDisable(GL_DEPTH_CLAMP);
}
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}
}
// ----------------------------------------------------------------------------
// shaders
void shader_print(const char *source) {
for(int line = 0, i = 0; source[i] > 0; ) {
printf("\t%03d: ", line+1);
while( source[i] >= 32 || source[i] == '\t' ) fputc(source[i++], stdout);
while( source[i] > 0 && source[i] < 32 ) line += source[i++] == '\n';
puts("");
}
}
// sorted by shader handle. an array of properties per shader. properties are plain strings.
static __thread map(unsigned, array(char*)) shader_reflect;
static
GLuint shader_compile( GLenum type, const char *source ) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, (const char **)&source, NULL);
glCompileShader(shader);
GLint status = GL_FALSE, length;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if( status == GL_FALSE ) {
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
// ASSERT(length < 2048); char buf[2048] = { 0 };
char *buf = stack(length+1);
glGetShaderInfoLog(shader, length, NULL, buf);
// dump log with line numbers
shader_print( source );
PANIC("!ERROR: shader_compile(): %s\n%s\n", type == GL_VERTEX_SHADER ? "Vertex" : "Fragment", buf);
return 0;
}
return shader;
}
unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines){
return shader_geom(NULL, vs, fs, attribs, fragcolor, defines);
}
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static inline
char *shader_process_includes(const char *src) {
if (!src) return NULL;
char *includes = NULL;
for each_substring(src, "\n", line) {
if (line[0] == '#' && strstri(line, "#include")) {
const char *start = strstri(line, "\"");
const char *end = strstri(start+1, "\"");
if (start && end) {
char *filename = va("%.*s", (int)(end-start-1), start+1);
char *included = vfs_read(filename);
if (included) {
char *nested_includes = shader_process_includes(included);
includes = strcatf(&includes, "%s\n", nested_includes ? nested_includes : ""); //@leak
} else {
PANIC("!ERROR: shader(): Include file not found: %s\n", filename);
}
} else {
PANIC("!ERROR: shader(): Invalid #include directive: %s\n", line);
}
} else
{
includes = strcatf(&includes, "\n%s", line); //@leak
}
}
return includes;
}
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static inline
char *shader_preprocess(const char *src, const char *defines) {
if (!src) return NULL;
const char *gles = "#version 300 es\n"
"#define textureQueryLod(t,uv) vec2(0.,0.)\n" // "#extension GL_EXT_texture_query_lod : enable\n"
"#define MEDIUMP mediump\n"
"precision MEDIUMP float;\n";
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char *processed_src = shader_process_includes(src);
const char *desktop = strstr(processed_src, "textureQueryLod") ? "#version 400\n#define MEDIUMP\n" : "#version 330\n#define MEDIUMP\n";
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const char *glsl_version = ifdef(ems, gles, desktop);
// detect GLSL version if set
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if (processed_src[0] == '#' && processed_src[1] == 'v') {
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#if 0
const char *end = strstri(src, "\n");
glsl_version = va("%.*s", (int)(end-src), src);
src = end+1;
#else
PANIC("!ERROR: shader with #version specified on it. we do not support this anymore.");
#endif
}
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return va("%s\n%s\n%s", glsl_version, defines ? defines : "", processed_src);
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}
unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines) {
PRINTF(/*"!"*/"Compiling shader\n");
char *glsl_defines = "";
if( defines ) {
for each_substring(defines, ",", def) {
glsl_defines = va("%s#define %s\n", glsl_defines, def);
}
}
if(gs)
gs = shader_preprocess(gs, glsl_defines);
vs = shader_preprocess(vs, glsl_defines);
fs = shader_preprocess(fs, glsl_defines);
GLuint vert = shader_compile(GL_VERTEX_SHADER, vs);
GLuint frag = shader_compile(GL_FRAGMENT_SHADER, fs);
GLuint geom = 0; if (gs) geom = shader_compile(GL_GEOMETRY_SHADER, gs);
GLuint program = 0;
if( vert && frag ) {
program = glCreateProgram();
glAttachShader(program, vert);
glAttachShader(program, frag);
if (geom) glAttachShader(program, geom);
for( int i = 0; attribs && attribs[0]; ++i ) {
char attrib[128] = {0};
sscanf(attribs, "%127[^,]", attrib);
while( attribs[0] && attribs[0] != ',' ) { attribs++; }
while( attribs[0] && attribs[0] == ',' ) { attribs++; break; }
if(!attrib[0]) continue;
glBindAttribLocation(program, i, attrib);
// PRINTF("Shader.attribute[%d]=%s\n", i, attrib);
}
#if !is(ems) // @fixme
if(fragcolor)
glBindFragDataLocation(program, 0, fragcolor);
#endif
glLinkProgram(program);
GLint status = GL_FALSE, length;
glGetProgramiv(program, GL_LINK_STATUS, &status);
#ifdef DEBUG_SHADER
if (status != GL_FALSE && program == DEBUG_SHADER) {
#else
if (status == GL_FALSE) {
#endif
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
// ASSERT(length < 2048); char buf[2048] = { 0 };
char *buf = stack(length+1);
glGetProgramInfoLog(program, length, NULL, buf);
puts("--- vs:");
shader_print(vs);
puts("--- fs:");
shader_print(fs);
if (geom) {
puts("--- gs:");
shader_print(gs);
}
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
}
glDeleteShader(vert);
glDeleteShader(frag);
if (geom) glDeleteShader(geom);
//#ifdef DEBUG_ANY_SHADER
// PRINTF("Shader #%d:\n", program);
// shader_print(vs);
// shader_print(fs);
//#endif
}
/*
if( s->program ) {
strcatf(&s->name, "// vs (%s)\n%s\n\n\n", file_vs, vs);
strcatf(&s->name, "// fs (%s)\n%s\n\n\n", file_fs, fs);
}
*/
// shader compiled fine, before returning, let's parse the source and reflect the uniforms
array(char*) props = 0;
do_once map_init_int( shader_reflect );
if(vs) for each_substring(vs, "\r\n", line) {
const char *found = strstr(line, "/""//");
if( found > line && line[0] == '/' && line[1] == '/' ) continue;
if( found ) array_push(props, STRDUP(line));
}
if(fs) for each_substring(fs, "\r\n", line) {
const char *found = strstr(line, "/""//");
if( found > line && line[0] == '/' && line[1] == '/' ) continue;
if( found ) array_push(props, STRDUP(line));
}
if(gs) for each_substring(gs, "\r\n", line) {
const char *found = strstr(line, "/""//");
if( found > line && line[0] == '/' && line[1] == '/' ) continue;
if( found ) array_push(props, STRDUP(line));
}
if( props ) {
map_insert(shader_reflect, program, props);
for( int i = 0; i < array_count(props); ++i ) shader_apply_param(program, i);
}
return program;
}
unsigned shader_properties(unsigned shader) {
array(char*) *found = map_find(shader_reflect, shader);
return found ? array_count(*found) : 0;
}
char** shader_property(unsigned shader, unsigned property) {
array(char*) *found = map_find(shader_reflect, shader);
return found && property < array_count(*found) ? &(*found)[property] : NULL;
}
void shader_apply_param(unsigned shader, unsigned param_no) {
unsigned num_properties = shader_properties(shader);
if( param_no < num_properties ) {
char *buf = *shader_property(shader, param_no);
char type[32], name[32], line[128]; snprintf(line, 127, "%s", buf);
if( sscanf(line, "%*s %s %[^ =;/]", type, name) != 2 ) return;
char *mins = strstr(line, "min:");
char *sets = strstr(line, "set:");
char *maxs = strstr(line, "max:");
char *tips = strstr(line, "tip:");
if( mins ) *mins = 0, mins += 4;
if( sets ) *sets = 0, sets += 4;
if( maxs ) *maxs = 0, maxs += 4;
if( tips ) *tips = 0, tips += 4;
int is_color = !!strstri(name, "color"), top = is_color ? 1 : 10;
vec4 minv = mins ? atof4(mins) : vec4(0,0,0,0);
vec4 setv = sets ? atof4(sets) : vec4(0,0,0,0);
vec4 maxv = maxs ? atof4(maxs) : vec4(top,top,top,top);
if(minv.x > maxv.x) swapf(&minv.x, &maxv.x);
if(minv.y > maxv.y) swapf(&minv.y, &maxv.y);
if(minv.z > maxv.z) swapf(&minv.z, &maxv.z);
if(minv.w > maxv.w) swapf(&minv.w, &maxv.w);
if( !maxs ) {
if(setv.x > maxv.x) maxv.x = setv.x;
if(setv.y > maxv.y) maxv.y = setv.y;
if(setv.z > maxv.z) maxv.z = setv.z;
if(setv.w > maxv.w) maxv.w = setv.w;
}
setv = clamp4(setv, minv, maxv);
if( strchr("ibfv", type[0]) ) {
GLint shader_bak; glGetIntegerv(GL_CURRENT_PROGRAM, &shader_bak);
glUseProgram(shader);
/**/ if(type[0] == 'i') glUniform1i(glGetUniformLocation(shader, name), setv.x);
else if(type[0] == 'b') glUniform1i(glGetUniformLocation(shader, name), !!setv.x);
else if(type[0] == 'f') glUniform1f(glGetUniformLocation(shader, name), setv.x);
else if(type[3] == '2') glUniform2fv(glGetUniformLocation(shader, name), 1, &setv.x);
else if(type[3] == '3') glUniform3fv(glGetUniformLocation(shader, name), 1, &setv.x);
else if(type[3] == '4') glUniform4fv(glGetUniformLocation(shader, name), 1, &setv.x);
glUseProgram(shader_bak);
}
}
}
void shader_apply_params(unsigned shader, const char *parameter_mask) {
unsigned num_properties = shader_properties(shader);
for( unsigned i = 0; i < num_properties; ++i ) {
char *line = *shader_property(shader,i);
char name[32];
if( sscanf(line, "%*s %*s %s", name) != 1 ) continue;
if( !strmatch(name, parameter_mask) ) continue;
shader_apply_param(shader, i);
}
}
int ui_shader(unsigned shader) {
int changed = 0;
unsigned num_properties = shader_properties(shader);
for( unsigned i = 0; i < num_properties; ++i ) {
char **ptr = shader_property(shader,i);
char line[128]; snprintf(line, 127, "%s", *ptr); // debug: ui_label(line);
char uniform[32], type[32], name[32], early_exit = '\0';
if( sscanf(line, "%s %s %[^ =;/]", uniform, type, name) != 3 ) continue; // @todo optimize: move to shader()
char *mins = strstr(line, "min:");
char *sets = strstr(line, "set:");
char *maxs = strstr(line, "max:");
char *tips = strstr(line, "tip:");
if( mins ) *mins = 0, mins += 4;
if( sets ) *sets = 0, sets += 4;
if( maxs ) *maxs = 0, maxs += 4;
if( tips ) *tips = 0, tips += 4;
if( strcmp(uniform, "uniform") && strcmp(uniform, "}uniform") ) { if(tips) ui_label(va(ICON_MD_INFO "%s", tips)); continue; } // @todo optimize: move to shader()
int is_color = !!strstri(name, "color"), top = is_color ? 1 : 10;
vec4 minv = mins ? atof4(mins) : vec4(0,0,0,0);
vec4 setv = sets ? atof4(sets) : vec4(0,0,0,0);
vec4 maxv = maxs ? atof4(maxs) : vec4(top,top,top,top);
char *label = !tips ? va("%c%s", name[0] - 32 * !!(name[0] >= 'a'), name+1) :
va("%c%s " ICON_MD_INFO "@%s", name[0] - 32 * !!(name[0] >= 'a'), name+1, tips);
if(minv.x > maxv.x) swapf(&minv.x, &maxv.x); // @optimize: move to shader()
if(minv.y > maxv.y) swapf(&minv.y, &maxv.y); // @optimize: move to shader()
if(minv.z > maxv.z) swapf(&minv.z, &maxv.z); // @optimize: move to shader()
if(minv.w > maxv.w) swapf(&minv.w, &maxv.w); // @optimize: move to shader()
if( !maxs ) {
if(setv.x > maxv.x) maxv.x = setv.x;
if(setv.y > maxv.y) maxv.y = setv.y;
if(setv.z > maxv.z) maxv.z = setv.z;
if(setv.w > maxv.w) maxv.w = setv.w;
}
setv = clamp4(setv, minv, maxv);
// supports int,float,vec2/3/4,color3/4
int touched = 0;
if( type[0] == 'b' ) {
bool v = !!setv.x;
if( (touched = ui_bool(label, &v)) != 0 ) {
setv.x = v;
}
}
else if( type[0] == 'i' ) {
int v = setv.x;
if( (touched = ui_int(label, &v)) != 0 ) {
setv.x = clampi(v, minv.x, maxv.x); // min..max range
}
}
else if( type[0] == 'f' ) {
setv.x = clampf(setv.x, minv.x, maxv.x);
char *caption = va("%5.3f", setv.x);
setv.x = (setv.x - minv.x) / (maxv.x - minv.x);
if( (touched = ui_slider2(label, &setv.x, caption)) != 0 ) {
setv.x = clampf(minv.x + setv.x * (maxv.x-minv.x), minv.x, maxv.x); // min..max range
}
}
else if( type[0] == 'v' && type[3] == '2' ) {
setv.xy = clamp2(setv.xy,minv.xy,maxv.xy);
if( (touched = ui_float2(label, &setv.x)) != 0 ) {
setv.xy = clamp2(setv.xy,minv.xy,maxv.xy);
}
}
else if( type[0] == 'v' && type[3] == '3' ) {
setv.xyz = clamp3(setv.xyz,minv.xyz,maxv.xyz);
if( (touched = (is_color ? ui_color3f : ui_float3)(label, &setv.x)) != 0 ) {
setv.xyz = clamp3(setv.xyz,minv.xyz,maxv.xyz);
}
}
else if( type[0] == 'v' && type[3] == '4' ) {
setv = clamp4(setv,minv,maxv);
if( (touched = (is_color ? ui_color4f : ui_float4)(label, &setv.x)) != 0 ) {
setv = clamp4(setv,minv,maxv);
}
}
else if( tips ) ui_label( tips );
if( touched ) {
// upgrade value
*ptr = FREE(*ptr);
*ptr = stringf("%s %s %s ///set:%s min:%s max:%s tip:%s", uniform,type,name,ftoa4(setv),ftoa4(minv),ftoa4(maxv),tips?tips:"");
// apply
shader_apply_param(shader, i);
changed = 1;
}
}
return changed;
}
int ui_shaders() {
if( !map_count(shader_reflect) ) return ui_label(ICON_MD_WARNING " No shaders with annotations loaded."), 0;
int changed = 0;
for each_map_ptr(shader_reflect, unsigned, k, array(char*), v) {
int open = 0, clicked_or_toggled = 0;
char *id = va("##SHD%d", *k);
char *title = va("Shader %d", *k);
for( int p = (open = ui_collapse(title, id)), dummy = (clicked_or_toggled = ui_collapse_clicked()); p; ui_collapse_end(), p = 0) {
ui_label(va("Shader %d",*k));
changed |= ui_shader(*k);
}
}
return changed;
}
unsigned compute(const char *cs){
#if is(ems)
return 0;
#else
PRINTF(/*"!"*/"Compiling compute shader\n");
cs = cs[0] == '#' && cs[1] == 'c' ? cs : va("#version 450 core\n%s", cs ? cs : "");
GLuint comp = shader_compile(GL_COMPUTE_SHADER, cs);
GLuint program = 0;
if( comp ) {
program = glCreateProgram();
glAttachShader(program, comp);
glLinkProgram(program);
GLint status = GL_FALSE, length;
glGetProgramiv(program, GL_LINK_STATUS, &status);
#ifdef DEBUG_SHADER
if (status != GL_FALSE && program == DEBUG_SHADER) {
#else
if (status == GL_FALSE) {
#endif
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
char *buf = stack(length+1);
glGetProgramInfoLog(program, length, NULL, buf);
puts("--- cs:");
shader_print(cs);
}
if (status == GL_FALSE) {
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
return 0;
}
glDeleteShader(comp);
}
return program;
#endif
}
void compute_dispatch(unsigned wx, unsigned wy, unsigned wz){
glDispatchCompute(wx, wy, wz);
}
void write_barrier(){
glMemoryBarrier(GL_ALL_BARRIER_BITS);
}
void write_barrier_image(){
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
void shader_destroy(unsigned program){
if( program == ~0u ) return;
glDeleteProgram(program);
// if(s->name) FREE(s->name), s->name = NULL;
}
unsigned ssbo_create(const void *data, int len, unsigned usage){
static GLuint gl_usage[] = { GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, GL_DYNAMIC_COPY, GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY };
GLuint ssbo;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, len, data, gl_usage[usage]);
return ssbo;
}
void ssbo_destroy(unsigned ssbo){
glDeleteBuffers(1, &ssbo);
}
void ssbo_update(int offset, int len, const void *data){
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, len, data);
}
void *ssbo_map(unsigned access){
static GLenum gl_access[] = {GL_READ_ONLY, GL_WRITE_ONLY, GL_READ_WRITE};
return glMapBuffer(GL_SHADER_STORAGE_BUFFER, gl_access[access]);
}
void ssbo_unmap(){
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
void ssbo_bind(unsigned ssbo, unsigned unit){
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, unit, ssbo);
}
void ssbo_unbind(){
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
static __thread unsigned last_shader = -1;
int shader_uniform(const char *name) {
return glGetUniformLocation(last_shader, name);
}
unsigned shader_get_active() { return last_shader; }
unsigned shader_bind(unsigned program) { unsigned ret = last_shader; return glUseProgram(last_shader = program), ret; }
static inline void shader_int_(int uniform, int i) { glUniform1i(uniform, i); }
static inline void shader_float_(int uniform, float f) { glUniform1f(uniform, f); }
static inline void shader_vec2_(int uniform, vec2 v) { glUniform2fv(uniform, 1, &v.x); }
static inline void shader_vec3_(int uniform, vec3 v) { glUniform3fv(uniform, 1, &v.x); }
static inline void shader_vec3v_(int uniform, int count, vec3 *v) { glUniform3fv(uniform, count, &v[0].x); }
static inline void shader_vec4_(int uniform, vec4 v) { glUniform4fv(uniform, 1, &v.x); }
static inline void shader_mat44_(int uniform, mat44 m) { glUniformMatrix4fv(uniform, 1, GL_FALSE/*GL_TRUE*/, m); }
static inline void shader_cubemap_(int sampler, unsigned texture) {
int id = texture_unit();
glUniform1i(sampler, id);
glActiveTexture(GL_TEXTURE0 + id);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
}
static inline void shader_bool_(int uniform, bool x) { glUniform1i(uniform, x); }
static inline void shader_uint_(int uniform, unsigned x ) { glUniform1ui(uniform, x); }
static inline void shader_texture_unit_(int sampler, unsigned id, unsigned unit) {
glUniform1i(sampler, unit);
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, id);
}
static inline void shader_texture_(int sampler, texture_t t) { shader_texture_unit_(sampler, t.id, texture_unit()); }
// public api
void shader_int(const char *uniform, int i) { glUniform1i(shader_uniform(uniform), i); }
void shader_float(const char *uniform, float f) { glUniform1f(shader_uniform(uniform), f); }
void shader_vec2(const char *uniform, vec2 v) { glUniform2fv(shader_uniform(uniform), 1, &v.x); }
void shader_vec3(const char *uniform, vec3 v) { glUniform3fv(shader_uniform(uniform), 1, &v.x); }
void shader_vec3v(const char *uniform, int count, vec3 *v) { glUniform3fv(shader_uniform(uniform), count, &v[0].x); }
void shader_vec4(const char *uniform, vec4 v) { glUniform4fv(shader_uniform(uniform), 1, &v.x); }
void shader_mat44(const char *uniform, mat44 m) { glUniformMatrix4fv(shader_uniform(uniform), 1, GL_FALSE/*GL_TRUE*/, m); }
void shader_cubemap(const char *sampler, unsigned texture) {
int id = texture_unit();
glUniform1i(shader_uniform(sampler), id);
glActiveTexture(GL_TEXTURE0 + id);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture);
}
void shader_bool(const char *uniform, bool x) { glUniform1i(shader_uniform(uniform), x); }
void shader_uint(const char *uniform, unsigned x ) { glUniform1ui(shader_uniform(uniform), x); }
void shader_texture(const char *sampler, texture_t t) { shader_texture_unit(sampler, t.id, texture_unit()); }
void shader_texture_unit(const char *sampler, unsigned id, unsigned unit) {
glUniform1i(shader_uniform(sampler), unit);
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, id);
}
void shader_image(texture_t t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access){
shader_image_unit(t.id, unit, level, layer, t.texel_type, access);
}
void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer, unsigned texel_type, unsigned access){
static GLenum gl_access[] = {GL_READ_ONLY, GL_WRITE_ONLY, GL_READ_WRITE};
glBindImageTexture(unit, texture, level, layer!=-1, layer!=-1?layer:0, gl_access[access], texel_type);
}
void shader_colormap(const char *name, colormap_t c ) {
// assumes shader uses `struct { vec4 color; bool has_tex } name + sampler2D name_tex;`
shader_vec4( va("%s.color", name), c.color );
shader_bool( va("%s.has_tex", name), c.texture != NULL );
if( c.texture ) shader_texture( va("%s_tex", name), *c.texture );
}
// -----------------------------------------------------------------------------
// colors
unsigned rgba( uint8_t r, uint8_t g, uint8_t b, uint8_t a ) {
return (unsigned)a << 24 | b << 16 | g << 8 | r;
}
unsigned bgra( uint8_t b, uint8_t g, uint8_t r, uint8_t a ) {
return rgba(r,g,b,a);
}
unsigned alpha( unsigned rgba ) {
return rgba >> 24;
}
unsigned rgbaf(float r, float g, float b, float a) {
return rgba(r * 255, g * 255, b * 255, a * 255);
}
unsigned bgraf(float b, float g, float r, float a) {
return rgba(r * 255, g * 255, b * 255, a * 255);
}
unsigned atorgba(const char *s) {
if( s[0] != '#' ) return 0;
unsigned r = 0, g = 0, b = 0, a = 255;
int slen = strspn(s+1, "0123456789abcdefABCDEF");
if( slen > 8 ) slen = 8;
/**/ if( slen == 6 ) sscanf(s+1, "%2x%2x%2x", &r,&g,&b);
else if( slen == 8 ) sscanf(s+1, "%2x%2x%2x%2x", &r,&g,&b,&a);
else if( slen == 3 ) sscanf(s+1, "%1x%1x%1x", &r,&g,&b ), r=r<<4|r,g=g<<4|g,b=b<<4|b;
else if( slen == 4 ) sscanf(s+1, "%1x%1x%1x%1x", &r,&g,&b,&a), r=r<<4|r,g=g<<4|g,b=b<<4|b,a=a<<4|a;
return rgba(r,g,b,a);
}
char *rgbatoa(unsigned rgba) {
unsigned a = rgba >> 24;
unsigned b =(rgba >> 16) & 255;
unsigned g =(rgba >> 8) & 255;
unsigned r = rgba & 255;
char *s = va("# ");
sprintf(s+1, "%02x%02x%02x%02x", r,g,b,a);
return s;
}
// -----------------------------------------------------------------------------
// images
image_t image_create(int x, int y, int flags) {
int n = 3; // defaults to RGB
if(flags & IMAGE_R) n = 1;
if(flags & IMAGE_RG) n = 2;
if(flags & IMAGE_RGB) n = 3;
if(flags & IMAGE_RGBA) n = 4;
image_t img; img.x = x; img.y = y; img.n = n;
img.pixels = REALLOC(0, x * y * n ); // @fixme: image_destroy() requires stbi allocator to match REALLOC
return img;
}
image_t image_from_mem(const void *data, int size, int flags) {
image_t img = {0};
if( data && size ) {
stbi_set_flip_vertically_on_load(flags & IMAGE_FLIP ? 1 : 0);
int n = 0;
if(flags & IMAGE_R) n = 1;
if(flags & IMAGE_RG) n = 2;
if(flags & IMAGE_RGB) n = 3;
if(flags & IMAGE_RGBA) n = 4;
if(flags & IMAGE_FLOAT)
img.pixels = stbi_loadf_from_memory((const stbi_uc*)data, size, (int*)&img.x,(int*)&img.y,(int*)&img.n, n);
else
img.pixels = stbi_load_from_memory((const stbi_uc*)data, size, (int*)&img.x,(int*)&img.y,(int*)&img.n, n);
if( img.pixels ) {
PRINTF("Loaded image (%dx%d %.*s->%.*s)\n",img.w,img.h,img.n,"RGBA",n?n:img.n,"RGBA");
} else {
// PANIC("Error loading image (%s)\n", pathfile);
}
img.n = n ? n : img.n;
}
return img;
}
image_t image(const char *pathfile, int flags) {
//const char *fname = vfs_remap(pathfile);
// if( !fname[0] ) fname = vfs_remap(va("%s.png",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.jpg",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.tga",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.jpg.png",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.tga.png",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.png.jpg",pathfile)); // needed?
// if( !fname[0] ) fname = vfs_remap(va("%s.tga.jpg",pathfile)); // needed?
int size = 0;
char *data = vfs_load(pathfile, &size);
return image_from_mem(data, size, flags);
}
void image_destroy(image_t *img) {
if(img->pixels) stbi_image_free(img->pixels);
img->pixels = 0; // *img = (image_t){0}; // do not clear fields yet. might be useful in the future.
}
// bilinear interpolation (uv must be in image coords, range [0..w-1,0..h-1])
static
vec3 bilinear(image_t in, vec2 uv) { // image_bilinear_pixel() ?
float w = in.x, h = in.y, u = uv.x, v = uv.y;
float u1 = (int)u, v1 = (int)v, u2 = minf(u1+1, w-1), v2 = minf(v1+1, h-1);
float c1 = u - u1, c2 = v - v1;
uint8_t *p1 = &in.pixels8[ in.n * (int)(u1 + v1 * in.w) ];
uint8_t *p2 = &in.pixels8[ in.n * (int)(u2 + v1 * in.w) ];
uint8_t *p3 = &in.pixels8[ in.n * (int)(u1 + v2 * in.w) ];
uint8_t *p4 = &in.pixels8[ in.n * (int)(u2 + v2 * in.w) ];
vec3 A = vec3( p1[0], p1[1], p1[2] );
vec3 B = vec3( p2[0], p2[1], p2[2] );
vec3 C = vec3( p3[0], p3[1], p3[2] );
vec3 D = vec3( p4[0], p4[1], p4[2] );
return mix3(mix3(A, B, c1), mix3(C, D, c1), c2);
}
// -----------------------------------------------------------------------------
// textures
int texture_unit() {
static int textureUnit = 0, totalTextureUnits = 0;
do_once glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &totalTextureUnits);
// ASSERT(textureUnit < totalTextureUnits, "%d texture units exceeded", totalTextureUnits);
return textureUnit++ % totalTextureUnits;
}
unsigned texture_update(texture_t *t, unsigned w, unsigned h, unsigned n, const void *pixels, int flags) {
if( t && !t->id ) {
glGenTextures( 1, &t->id );
return texture_update(t, w, h, n, pixels, flags);
}
ASSERT( t && t->id );
ASSERT( n <= 4 );
GLuint pixel_types[] = { GL_RED, GL_RED, GL_RG, GL_RGB, GL_RGBA, GL_R32F, GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F };
GLenum pixel_storage = flags & TEXTURE_FLOAT ? GL_FLOAT : GL_UNSIGNED_BYTE;
GLuint pixel_type = pixel_types[ n ];
GLuint texel_type = t->texel_type = pixel_types[ n + 5 * !!(flags & TEXTURE_FLOAT) ];
GLenum wrap = GL_CLAMP_TO_EDGE;
GLenum min_filter = GL_NEAREST, mag_filter = GL_NEAREST;
// GLfloat color = (flags&7)/7.f, border_color[4] = { color, color, color, 1.f };
if( flags & TEXTURE_BGR ) if( pixel_type == GL_RGB ) pixel_type = GL_BGR;
if( flags & TEXTURE_BGR ) if( pixel_type == GL_RGBA ) pixel_type = GL_BGRA;
if( flags & TEXTURE_SRGB ) if( texel_type == GL_RGB ) texel_type = GL_SRGB;
if( flags & TEXTURE_SRGB ) if( texel_type == GL_RGBA ) texel_type = GL_SRGB_ALPHA; // GL_SRGB8_ALPHA8 ?
if( flags & TEXTURE_BC1 ) texel_type = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
if( flags & TEXTURE_BC2 ) texel_type = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
if( flags & TEXTURE_BC3 ) texel_type = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
if( flags & TEXTURE_DEPTH ) texel_type = pixel_type = GL_DEPTH_COMPONENT; // GL_DEPTH_COMPONENT32
if( flags & TEXTURE_REPEAT ) wrap = GL_REPEAT;
if( flags & TEXTURE_BORDER ) wrap = GL_CLAMP_TO_BORDER;
if( flags & TEXTURE_LINEAR ) min_filter = GL_LINEAR, mag_filter = GL_LINEAR;
if( flags & TEXTURE_MIPMAPS ) min_filter = flags & TEXTURE_LINEAR ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_LINEAR; // : GL_LINEAR_MIPMAP_NEAREST; maybe?
if( flags & TEXTURE_MIPMAPS ) mag_filter = flags & TEXTURE_LINEAR ? GL_LINEAR : GL_NEAREST;
#if 0
if( 0 ) { // flags & TEXTURE_PREMULTIPLY_ALPHA )
uint8_t *p = pixels;
if(n == 2) for( unsigned i = 0; i < 2*w*h; i += 2 ) {
p[i] = (p[i] * p[i+1] + 128) >> 8;
}
if(n == 4) for( unsigned i = 0; i < 4*w*h; i += 4 ) {
p[i+0] = (p[i+0] * p[i+3] + 128) >> 8;
p[i+1] = (p[i+1] * p[i+3] + 128) >> 8;
p[i+2] = (p[i+2] * p[i+3] + 128) >> 8;
}
}
#endif
GLenum texture_type = t->flags & TEXTURE_ARRAY ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D; // @fixme: test GL_TEXTURE_2D_ARRAY
//glPixelStorei( GL_UNPACK_ALIGNMENT, n < 4 ? 1 : 4 ); // for framebuffer reading
//glActiveTexture(GL_TEXTURE0 + (flags&7));
glBindTexture(texture_type, t->id);
glTexImage2D(texture_type, 0, texel_type, w, h, 0, pixel_type, pixel_storage, pixels);
glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, wrap);
glTexParameteri(texture_type, GL_TEXTURE_MIN_FILTER, min_filter);
glTexParameteri(texture_type, GL_TEXTURE_MAG_FILTER, mag_filter);
if (flags & TEXTURE_ANISOTROPY) {
GLfloat value, max_anisotropy = 16.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &value);
value = (value > max_anisotropy) ? max_anisotropy : value;
glTexParameterf(texture_type, GL_TEXTURE_MAX_ANISOTROPY, value);
}
#if 0 // only for sampler2DShadow
if( flags & TEXTURE_DEPTH ) glTexParameteri(texture_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
if( flags & TEXTURE_DEPTH ) glTexParameteri(texture_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
#endif
// if( flags & TEXTURE_BORDER ) glTexParameterfv(texture_type, GL_TEXTURE_BORDER_COLOR, border_color);
if( flags & TEXTURE_MIPMAPS ) glGenerateMipmap(texture_type);
if( flags & TEXTURE_MIPMAPS ) {
GLfloat max_aniso = 0;
// glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &max_aniso);
max_aniso = 4;
// glTexParameterf(texture_type, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
}
// glBindTexture(texture_type, 0); // do not unbind. current code expects texture to be bound at function exit
t->w = w;
t->h = h;
t->n = n;
t->flags = flags;
t->filename = t->filename ? t->filename : "";
2024-08-23 19:28:40 +00:00
t->transparent = 0;
if (t->n == 4 && pixels) {
for (int i = 0; i < w * h; i++) {
if (((uint8_t *)pixels)[i * 4 + 3] < 255) {
t->transparent = 1;
break;
}
}
}
2024-08-12 15:11:25 +00:00
return t->id;
}
texture_t texture_create(unsigned w, unsigned h, unsigned n, const void *pixels, int flags) {
texture_t texture = {0};
glGenTextures( 1, &texture.id );
texture_update( &texture, w, h, n, pixels, flags );
return texture;
}
texture_t texture_checker() {
static texture_t texture = {0};
if( !texture.id ) {
#if 0
float pixels[] = { 1,0.5,0.5,1 };
texture = texture_create(2,2,1, pixels, TEXTURE_FLOAT|TEXTURE_MIPMAPS|TEXTURE_REPEAT|TEXTURE_BORDER);
#else
uint32_t *pixels = REALLOC(0, 256*256*4);
for (int y = 0, i = 0; y < 256; y++) {
for (int x = 0; x < 256; x++) {
#if 0
extern const uint32_t secret_palette[32];
uint32_t rgb = secret_palette[ y / 8 ] * !!((x ^ y) & 0x8);
pixels[i++] = (rgb>>16) & 255;
pixels[i++] = (rgb>>8) & 255;
pixels[i++] = (rgb>>0) & 255;
pixels[i++] = 255;
#elif 0
extern const uint32_t secret_palette[32];
uint32_t rgb = ((x ^ y) & 0x8) ? secret_palette[6] : secret_palette[ 8 + ((x^y) / (256/6)) ];
pixels[i++] = (rgb>>16) & 255;
pixels[i++] = (rgb>>8) & 255;
pixels[i++] = (rgb>>0) & 255;
pixels[i++] = 255;
#elif 0
extern const uint32_t secret_palette[32];
uint32_t lum = (x^y) & 8 ? 128 : (x^y) & 128 ? 192 : 255;
uint32_t rgb = rgba(lum,lum,lum,255);
pixels[i++] = rgb;
#else
int j = y, i = x;
unsigned char *p = (unsigned char *)&pixels[x + y * 256];
p[0] = (i / 16) % 2 == (j / 16) % 2 ? 255 : 0; // r
p[1] = ((i - j) / 16) % 2 == 0 ? 255 : 0; // g
p[2] = ((i + j) / 16) % 2 == 0 ? 255 : 0; // b
p[3] = 255; // a
#endif
}
}
texture = texture_create(256,256,4, pixels, TEXTURE_RGBA|TEXTURE_MIPMAPS|TEXTURE_REPEAT|TEXTURE_BORDER);
FREE(pixels);
#endif
}
return texture;
}
texture_t texture_from_mem(const void *ptr, int len, int flags) {
image_t img = image_from_mem(ptr, len, flags);
if( img.pixels ) {
texture_t t = texture_create(img.x, img.y, img.n, img.pixels, flags);
image_destroy(&img);
return t;
}
return texture_checker();
}
texture_t texture(const char *pathfile, int flags) {
// PRINTF("Loading file %s\n", pathfile);
image_t img = image(pathfile, flags);
if( img.pixels ) {
texture_t t = texture_create(img.x, img.y, img.n, img.pixels, flags);
t.filename = STRDUP(file_name(pathfile));
image_destroy(&img);
return t;
}
return texture_checker();
}
void texture_destroy( texture_t *t ) {
if(t->filename && t->filename[0]) FREE(t->filename), t->filename = 0;
if(t->fbo) fbo_destroy(t->fbo), t->fbo = 0;
if(t->id) glDeleteTextures(1, &t->id), t->id = 0;
*t = (texture_t){0};
}
bool texture_rec_begin(texture_t *t, unsigned tw, unsigned th) {
for( unsigned w = tw ? tw : window_width(), h = th ? th : window_height(); w*h ; ) {
// resize if needed
if( t->w != w || t->h != h ) {
// re-create texture, set texture parameters and content
texture_update(t, w, h, 4, NULL, TEXTURE_RGBA);
if(!t->fbo) t->fbo = fbo(t->id, 0, 0);
}
// bind fbo to texture
fbo_bind(t->fbo);
return true;
}
return false;
}
void texture_rec_end(texture_t *t) {
fbo_unbind();
}
// ktx texture loader
// - rlyeh, public domain
//
// [ref] https://developer.nvidia.com/astc-texture-compression-for-game-assets
//
// # Compatibility and modes. What to choose.
// - iOS: PVRTC1_4_RGB or PVRTC1_4 (RGBA) with q:pvrtcnormal.
// - Desktop (OSX/Linux/Windows): BC1, BC1a or BC3 with q:normal.
// - Android: ETC2_RGB or ETC2_RGBA with q:etcfast. ASTC_4x4 or ASTC_8x8 with q:astcmedium, as a fallback.
#if 0
enum {
// for glFormat
GLFORMAT_RED = 0x1903,
GLFORMAT_RG = 0x8227,
GLFORMAT_RGB = 0x1907,
GLFORMAT_RGBA = 0x1908,
//GLFORMAT_ALPHA = 0x1906, // 8
//GLFORMAT_LUMINANCE = 0x1909, // 8
//GLFORMAT_LUMINANCE_ALPHA = 0x190A, // 88
// for glType
GLTYPE_UNSIGNED_BYTE = 0x1401,
// for glInternalFormat: RAW // @todo: SRGB, SRGBA, SBGR, SBGRA
UNCOMPRESSED_RGB = 0x8051, // 888, GL_RGB8_EXT
UNCOMPRESSED_RGB_565 = 0x8363,
UNCOMPRESSED_RGBA = 0x8058, // 8888, GL_RGBA8_EXT
UNCOMPRESSED_RGBA_4444 = 0x8033,
UNCOMPRESSED_RGBA_5551 = 0x8034,
UNCOMPRESSED_BGR = 0x80E0, // 888
UNCOMPRESSED_BGRA = 0x80E1, // 8888
// for glInternalFormat: S3TC/DXTn/BCn // @todo: BC4,5,6,7*
COMPRESSED_RGB_BC1 = 0x83F0, // DXT1
COMPRESSED_RGBA_BC1 = 0x83F1, // DXT1a, BC1a
COMPRESSED_RGBA_BC2 = 0x83F2, // DXT3
COMPRESSED_RGBA_BC3 = 0x83F3, // DXT5
COMPRESSED_RGBA_BC7 = 0x8E8C, // COMPRESSED_RGBA_BPTC_UNORM_ARB
COMPRESSED_SRGB_BC1 = 0x8C4C,
COMPRESSED_SRGBA_BC1 = 0x8C4D,
COMPRESSED_SRGBA_BC2 = 0x8C4E,
COMPRESSED_SRGBA_BC3 = 0x8C4F,
// RGB_BC7f COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
// RGB_BC7uf COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
// RGBA_BC7 COMPRESSED_RGBA_BPTC_UNORM_ARB
// SRGBA_BC7 COMPRESSED_SRGBA_BPTC_UNORM_ARB
// for glInternalFormat: ETC2+EAC
COMPRESSED_R_EAC = 0x9270, // 4bpp
COMPRESSED_R_EAC_SIGNED = 0x9271, // 4bpp. can preserve 0
COMPRESSED_RG_EAC = 0x9272, // 8bpp
COMPRESSED_RG_EAC_SIGNED = 0x9273, // 8bbp. can preserve 0
COMPRESSED_RGB_ETC2 = 0x9274, // 4bpp
COMPRESSED_RGBA_ETC2 = 0x9276, // 4bpp A1
COMPRESSED_RGBA_ETC2_EAC = 0x9278, // 8bpp
COMPRESSED_SRGB_ETC2 = 0x9275, // 4bpp
COMPRESSED_SRGBA_ETC2 = 0x9277, // 4bpp A1
COMPRESSED_SRGBA_ETC2_EAC = 0x9279, // 8bpp
// for glInternalFormat: PVR
COMPRESSED_RGB_PVR1_2 = 0x8C01,
COMPRESSED_RGB_PVR1_4 = 0x8C00,
COMPRESSED_RGBA_PVR1_2 = 0x8C03,
COMPRESSED_RGBA_PVR1_4 = 0x8C02,
COMPRESSED_SRGB_PVR1_2 = 0x8A54, // _EXT
COMPRESSED_SRGB_PVR1_4 = 0x8A55, // _EXT
COMPRESSED_SRGBA_PVR1_2 = 0x8A56, // _EXT
COMPRESSED_SRGBA_PVR1_4 = 0x8A57, // _EXT
COMPRESSED_RGBA_PVR2_2 = 0x9137,
COMPRESSED_RGBA_PVR2_4 = 0x9138,
COMPRESSED_SRGBA_PVR2_2 = 0x93F0,
COMPRESSED_SRGBA_PVR2_4 = 0x93F1,
// for glInternalFormat: ASTC
COMPRESSED_RGBA_ASTC4x4 = 0x93B0, // 8.00bpp
COMPRESSED_RGBA_ASTC5x4 = 0x93B1, // 6.40bpp
COMPRESSED_RGBA_ASTC5x5 = 0x93B2, // 5.12bpp
COMPRESSED_RGBA_ASTC6x5 = 0x93B3, // 4.27bpp
COMPRESSED_RGBA_ASTC6x6 = 0x93B4, // 3.56bpp
COMPRESSED_RGBA_ASTC8x5 = 0x93B5, // 3.20bpp
COMPRESSED_RGBA_ASTC8x6 = 0x93B6, // 2.67bpp
COMPRESSED_RGBA_ASTC8x8 = 0x93B7, // 2.56bpp
COMPRESSED_RGBA_ASTC10x5 = 0x93B8, // 2.13bpp
COMPRESSED_RGBA_ASTC10x6 = 0x93B9, // 2.00bpp
COMPRESSED_RGBA_ASTC10x8 = 0x93BA, // 1.60bpp
COMPRESSED_RGBA_ASTC10x10 = 0x93BB, // 1.28bpp
COMPRESSED_RGBA_ASTC12x10 = 0x93BC, // 1.07bpp
COMPRESSED_RGBA_ASTC12x12 = 0x93BD, // 0.89bpp
COMPRESSED_SRGBA_ASTC4x4 = 0x93D0, // 8.00bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC5x4 = 0x93D1, // 6.40bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC5x5 = 0x93D2, // 5.12bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC6x5 = 0x93D3, // 4.27bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC6x6 = 0x93D4, // 3.56bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC8x5 = 0x93D5, // 3.20bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC8x6 = 0x93D6, // 2.67bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC8x8 = 0x93D7, // 2.56bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC10x5 = 0x93D8, // 2.13bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC10x6 = 0x93D9, // 2.00bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC10x8 = 0x93DA, // 1.60bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC10x10 = 0x93DB, // 1.28bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC12x10 = 0x93DC, // 1.07bpp SRGB8 A8
COMPRESSED_SRGBA_ASTC12x12 = 0x93DD, // 0.89bpp SRGB8 A8
// others:
// COMPRESSED_RED_RGTC1
// COMPRESSED_SIGNED_RED_RGTC1
// COMPRESSED_RG_RGTC2
// COMPRESSED_SIGNED_RG_RGTC2
};
#endif
#pragma pack(push, 1) // not really needed. the struct is exactly 64 bytes, and all members are 32-bit unsigned
typedef struct ktx_header {
unsigned identifier[3]; // "«KTX 11»\r\n\x1A\n"
unsigned endianness; // 0x04030201 if match
unsigned glType; // 0 if compressed; otherwise: UNSIGNED_BYTE, UNSIGNED_SHORT_5_6_5, etc.
unsigned glTypeSize; // 1 if compressed; otherwise, size in bytes of glType for endianness conversion. not needed.
unsigned glFormat; // STENCIL_INDEX, DEPTH_COMPONENT, DEPTH_STENCIL, RED, GREEN, BLUE, RG, RGB, RGBA, BGR, BGRA, RED_INTEGER, GREEN_INTEGER, BLUE_INTEGER, RG_INTEGER, RGB_INTEGER, RGBA_INTEGER, BGR_INTEGER, BGRA_INTEGER,
unsigned glInternalFormat; // COMPRESSED_RED, COMPRESSED_RG, COMPRESSED_RGB, COMPRESSED_RGBA, COMPRESSED_SRGB, COMPRESSED_SRGB_ALPHA, COMPRESSED_RED_RGTC1, COMPRESSED_SIGNED_RED_RGTC1, COMPRESSED_RG_RGTC2, COMPRESSED_SIGNED_RG_RGTC2, COMPRESSED_RGBA_BPTC_UNORM, COMPRESSED_SRGB_ALPHA_BPTC_UNORM, COMPRESSED_RGB_BPTC_SIGNED_FLOAT, COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, COMPRESSED_RGB8_ETC2, COMPRESSED_SRGB8_ETC2, COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, COMPRESSED_RGBA8_ETC2_EAC, COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, COMPRESSED_R11_EAC, COMPRESSED_SIGNED_R11_EAC, COMPRESSED_RG11_EAC, COMPRESSED_SIGNED_RG11_EAC,
unsigned glBaseInternalFormat; // DEPTH_COMPONENT, DEPTH_STENCIL, RED, RG, RGB, RGBA, STENCIL_INDEX,
unsigned width;
unsigned height;
unsigned depth;
unsigned num_surfaces; // >1 for material
unsigned num_faces; // =6 for cubemaps (+X,-X,+Y,-Y,+Z,-Z order), 1 otherwise
unsigned num_mipmaps; // >1 for mipmaps
unsigned metadata_size; // length of following header
// struct ktx_metadata {
// unsigned key_and_value_size;
// char key_and_value[key_and_value_size];
// char value_padding[3 - ((key_and_value_size + 3) % 4)];
// };
// struct ktx_texture_data {
// unsigned size;
// char data[0];
// } tx;
} ktx_header;
#pragma pack(pop)
typedef struct ktx_texture {
unsigned width;
unsigned height;
unsigned depth;
unsigned size;
const char* data;
} ktx_texture;
typedef struct ktx {
ktx_header hdr;
const char *error;
} ktx;
static __thread array(ktx_texture) ktx_textures;
static
ktx ktx_load(const void *data, unsigned int len) {
ktx ctx = {0};
// check ktx signature
bool is_ktx = (len > sizeof(ktx_header)) && !memcmp(data, "\xABKTX 11\xBB\r\n\x1A\n", 12);
if( !is_ktx ) {
return ctx.error = "ERROR_BAD_KTX_FILE", ctx;
}
// copy texture header
ktx_header *hdr = &ctx.hdr;
*hdr = *((const ktx_header *)data);
// sanity checks
STATIC_ASSERT(sizeof(ktx_header) == (16*4));
for( int i = 0; i < sizeof(ktx_header)/4; ++i) {
i[(unsigned*)hdr] = lil32(i[(unsigned*)hdr]);
}
if( hdr->endianness != 0x04030201 ) {
return ctx.error = "ERROR_BAD_ENDIANNESS", ctx;
}
if( (hdr->num_faces != 1) && (hdr->num_faces != 6) ) {
return ctx.error = "ERROR_BAD_NUMBER_OF_FACES", ctx;
}
// normalize glInternalFormat if uncompressed.
if( hdr->glType != 0 ) {
hdr->glInternalFormat = hdr->glBaseInternalFormat;
}
// normalize [1..N] range
hdr->num_mipmaps += !hdr->num_mipmaps;
hdr->num_surfaces += !hdr->num_surfaces;
hdr->num_faces += !hdr->num_faces;
// basically,
// for each level in num_mipmaps { UInt32 imageSize;
// for each surface in num_surfaces {
// for each face in num_faces {
// for each slice in depth {
// for each row in height {
// for each pixel in width {
// byte data[size_based_on_pixelformat]
// byte facePadding[0-3] }}}
// }
// Byte mipPadding[0-3] }
array_resize(ktx_textures, hdr->num_mipmaps * hdr->num_surfaces * hdr->num_faces);
const char *bitmap = ((const char*)data) + sizeof(ktx_header) + hdr->metadata_size;
for( unsigned m = 0; m < hdr->num_mipmaps; ++m ) {
for( unsigned s = 0; s < hdr->num_surfaces; ++s ) {
for( unsigned f = 0; f < hdr->num_faces; ++f ) {
ktx_texture *t = &ktx_textures[f+s*hdr->num_faces+m*hdr->num_faces*hdr->num_surfaces];
// set dimensions [1..N]
t->width = (hdr->width >> m) + !(hdr->width >> m);
t->height = (hdr->height >> m) + !(hdr->height >> m);
t->depth = (hdr->depth >> m) + !(hdr->depth >> m);
// seek to mip
const char *ptr = bitmap;
for( int i = 0; i <= m; i++ ) {
// if cubemap, *ptr holds unpadded size of single face,
// else, *ptr holds size of all surfaces+faces+slices for whole mipmap.
unsigned size = lil32(*(unsigned*)ptr);
unsigned padding = 3 - ((size + 3) % 4);
// seek to data
t->data = ptr + 4 + (size * f);
// seek to next mipmap
ptr = ptr + 4 + (size * hdr->num_faces) + padding;
// adjust size
t->size = (uintptr_t)(ptr - t->data); // -padding; needed?
}
// ensure we're in bounds
ASSERT(t->data < ((char*)data + len), "%p < %p", t->data, ((char*)data + len));
ASSERT(((char*)t->data+t->size) <= ((char*)data + len), "%p < %p", (char*)t->data + t->size, ((char*)data + len));
}
}
}
return ctx;
}
// ---
texture_t texture_compressed_from_mem(const void *data, int len, unsigned flags) {
ktx ctx = ktx_load(data, len);
if( ctx.error ) {
// puts(ctx.error);
// return texture_checker();
return texture_from_mem(data, len, flags);
}
ktx_header hdr = ctx.hdr;
// flags
int target = hdr.num_faces == 6 ? GL_TEXTURE_CUBE_MAP : hdr.depth > 0 ? GL_TEXTURE_3D : GL_TEXTURE_2D;
int dimensions = target == GL_TEXTURE_3D ? 3 : target == GL_TEXTURE_2D || target == GL_TEXTURE_CUBE_MAP ? 2 : 1;
// create texture
GLuint id;
glGenTextures(1, &id);
glBindTexture(target, id);
// filtering
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, hdr.num_mipmaps > 1 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
// wrapping
if( dimensions > 0 ) glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
if( dimensions > 1 ) glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
if( dimensions > 2 ) glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
if( flags&TEXTURE_CLAMP && dimensions > 0 ) glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
if( flags&TEXTURE_CLAMP && dimensions > 1 ) glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if( flags&TEXTURE_CLAMP && dimensions > 2 ) glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
if( target == GL_TEXTURE_CUBE_MAP ) target = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
// GLenum internalFormat = flags & TEXTURE_SRGB ? GL_SRGB8_ALPHA8 : GL_RGBA8; // @fixme
int bytes = 0;
enum { border = 0 };
for( int m = 0; m < hdr.num_mipmaps; ++m ) {
for( int s = 0; s < hdr.num_surfaces; ++s ) {
for( int f = 0; f < hdr.num_faces; ++f ) {
int d3 = target == GL_TEXTURE_3D, compr = hdr.glType == 0, mode = d3+compr*2;
ktx_texture *t = &ktx_textures[f+s*hdr.num_faces+m*hdr.num_faces*hdr.num_surfaces];
/**/ if(mode==0) glTexImage2D(target+f,m,hdr.glInternalFormat,t->width,t->height, border,hdr.glFormat,hdr.glType,t->data);
else if(mode==1) glTexImage3D(target ,m,hdr.glInternalFormat,t->width,t->height,t->depth, border,hdr.glFormat,hdr.glType,t->data);
else if(mode==2) glCompressedTexImage2D(target+f,m,hdr.glInternalFormat,t->width,t->height, border,t->size,t->data);
else if(mode==3) glCompressedTexImage3D(target ,m,hdr.glInternalFormat,t->width,t->height,t->depth,border,t->size,t->data);
bytes += t->size;
}
}
}
// if( !hdr.num_mipmaps )
// if( flags & TEXTURE_MIPMAPS ) glGenerateMipmap(target);
texture_t t = {0};
t.id = id;
t.w = ktx_textures[0].width;
t.h = ktx_textures[0].height;
t.d = ktx_textures[0].depth;
// @todo: reconstruct flags
PRINTF("dims:%dx%dx%d,size:%.2fMiB,mips:%d,layers:%d,faces:%d\n", t.w, t.h, t.d, bytes / 1024.0 / 1024.0, hdr.num_mipmaps, hdr.num_surfaces, hdr.num_faces);
return t;
}
texture_t texture_compressed(const char *pathfile, unsigned flags) {
//const char *fname = vfs_remap(pathfile);
int size = 0;
char *data = vfs_load(pathfile, &size);
return texture_compressed_from_mem(data, size, flags);
}
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// -----------------------------------------------------------------------------
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light_t light() {
light_t l = {0};
l.diffuse = vec3(1,1,1);
l.dir = vec3(1,-1,-1);
l.falloff.constant = 1.0f;
l.falloff.linear = 0.09f;
l.falloff.quadratic = 0.0032f;
l.specularPower = 32.f;
l.innerCone = 0.85f;// 31 deg
l.outerCone = 0.9f; // 25 deg
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l.cast_shadows = true;
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l.processed_shadows = false;
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l.shadow_distance = 200.0f;
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l.shadow_bias = 0.01f;
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return l;
}
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void light_type(light_t* l, char type) {
l->cached = 0;
l->type = type;
}
void light_diffuse(light_t* l, vec3 color) {
l->cached = 0;
l->diffuse = color;
}
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void light_specular(light_t* l, vec3 color) {
l->cached = 0;
l->specular = color;
}
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void light_ambient(light_t* l, vec3 color) {
l->cached = 0;
l->ambient = color;
}
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void light_teleport(light_t* l, vec3 pos) {
l->cached = 0;
l->pos = pos;
}
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void light_dir(light_t* l, vec3 dir) {
l->cached = 0;
l->dir = dir;
}
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void light_power(light_t* l, float power) {
l->cached = 0;
l->specularPower = power;
}
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void light_falloff(light_t* l, float constant, float linear, float quadratic) {
l->cached = 0;
l->falloff.constant = constant;
l->falloff.linear = linear;
l->falloff.quadratic = quadratic;
}
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void light_radius(light_t* l, float radius) {
l->cached = 0;
l->radius = radius;
}
void light_cone(light_t* l, float innerCone, float outerCone) {
l->cached = 0;
l->innerCone = acos(innerCone);
l->outerCone = acos(outerCone);
}
void light_update(unsigned num_lights, light_t *lv) {
if (num_lights > MAX_LIGHTS) {
PRINTF("WARNING: num_lights > MAX_LIGHTS, clamping to MAX_LIGHTS\n");
num_lights = MAX_LIGHTS;
}
shader_int("u_num_lights", num_lights);
for (unsigned i=0; i < num_lights; ++i) {
lv[i].cached = 1;
shader_int(va("u_lights[%d].type", i), lv[i].type);
shader_vec3(va("u_lights[%d].pos", i), lv[i].pos);
shader_vec3(va("u_lights[%d].dir", i), lv[i].dir);
shader_vec3(va("u_lights[%d].diffuse", i), lv[i].diffuse);
shader_vec3(va("u_lights[%d].specular", i), lv[i].specular);
shader_vec3(va("u_lights[%d].ambient", i), lv[i].ambient);
shader_float(va("u_lights[%d].power", i), lv[i].specularPower);
shader_float(va("u_lights[%d].radius", i), lv[i].radius);
shader_float(va("u_lights[%d].constant", i), lv[i].falloff.constant);
shader_float(va("u_lights[%d].linear", i), lv[i].falloff.linear);
shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic);
shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone);
shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
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shader_bool(va("u_lights[%d].processed_shadows", i), lv[i].processed_shadows);
if (lv[i].processed_shadows) {
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
shader_mat44(va("u_lights[%d].shadow_matrix[%d]", i, j), lv[i].shadow_matrix[j]);
}
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}
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}
}
// -----------------------------------------------------------------------------
// shadowmaps
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static inline void
shadowmap_init_caster_vsm(shadowmap_t *s, int light_index, int texture_width) {
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float borderColor[] = {1.0, 1.0, 1.0, 1.0};
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if (s->maps[light_index].texture) {
return;
}
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// Create a cubemap color texture
glGenTextures(1, &s->maps[light_index].texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->maps[light_index].texture);
for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RG32F, texture_width, texture_width, 0, GL_RG, GL_FLOAT, 0);
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}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, borderColor);
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// Create a cubemap depth texture
glGenTextures(1, &s->maps[light_index].depth_texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->maps[light_index].depth_texture);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, texture_width, texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, borderColor);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
static inline void
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shadowmap_init_caster_csm(shadowmap_t *s, int light_index, int texture_width) {
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float borderColor[] = {1.0, 1.0, 1.0, 1.0};
if (s->maps[light_index].texture_2d[0]) {
return;
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}
// Initialise shadow map 2D
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
glGenTextures(1, &s->maps[light_index].texture_2d[i]);
glBindTexture(GL_TEXTURE_2D, s->maps[light_index].texture_2d[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, texture_width, texture_width, 0, GL_RED, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glGenTextures(1, &s->maps[light_index].depth_texture_2d[i]);
glBindTexture(GL_TEXTURE_2D, s->maps[light_index].depth_texture_2d[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, texture_width, texture_width, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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static inline
shadowmap_init_caster(shadowmap_t *s, int light_index) {
shadowmap_init_caster_vsm(s, light_index, s->vsm_texture_width);
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shadowmap_init_caster_csm(s, light_index, s->csm_texture_width);
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}
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shadowmap_t shadowmap(int vsm_texture_width, int csm_texture_width) { // = 512, 4096
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shadowmap_t s = {0};
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s.vsm_texture_width = vsm_texture_width;
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s.csm_texture_width = csm_texture_width;
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s.saved_fb = 0;
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s.blur_csm = false;
s.blur_vsm = false;
s.csm_blur_scale = 0.5f;
s.vsm_blur_scale = 0.75f;
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#if 0
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s.cascade_splits[0] = 0.1f;
s.cascade_splits[1] = 0.3f;
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s.cascade_splits[2] = 0.7f;
s.cascade_splits[3] = 1.0f;
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s.cascade_splits[4] = 1.0f;
s.cascade_splits[5] = 1.0f; /* sticks to camera far plane */
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#else
s.cascade_splits[0] = 0.1f;
s.cascade_splits[1] = 0.5f;
s.cascade_splits[2] = 1.0f;
s.cascade_splits[3] = 1.0f; /* sticks to camera far plane */
#endif
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glGenFramebuffers(1, &s.fbo);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &s.saved_fb);
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#if 0
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for (int i = 0; i < MAX_LIGHTS; i++) {
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shadowmap_init_caster(&s, i);
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}
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#else
for (int i = 0; i < MAX_LIGHTS; i++) {
s.maps[i].shadow_technique = 0xFFFF;
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for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
s.maps[i].cascade_distances[j] = 0.0f;
}
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}
#endif
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glBindFramebuffer(GL_FRAMEBUFFER, s.saved_fb);
return s;
}
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static inline
void shadowmap_destroy_light(shadowmap_t *s, int light_index) {
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s->maps[light_index].gen = 0;
s->maps[light_index].shadow_technique = 0xFFFF;
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if (s->maps[light_index].texture) {
glDeleteTextures(1, &s->maps[light_index].texture);
s->maps[light_index].texture = 0;
}
if (s->maps[light_index].depth_texture) {
glDeleteTextures(1, &s->maps[light_index].depth_texture);
s->maps[light_index].depth_texture = 0;
}
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
if (s->maps[light_index].texture_2d[i]) {
glDeleteTextures(1, &s->maps[light_index].texture_2d[i]);
s->maps[light_index].texture_2d[i] = 0;
}
if (s->maps[light_index].depth_texture_2d[i]) {
glDeleteTextures(1, &s->maps[light_index].depth_texture_2d[i]);
s->maps[light_index].depth_texture_2d[i] = 0;
}
}
if (s->maps[light_index].blur_texture_2d) {
glDeleteTextures(1, &s->maps[light_index].blur_texture_2d);
s->maps[light_index].blur_texture_2d = 0;
}
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if (s->maps[light_index].blur_texture) {
glDeleteTextures(1, &s->maps[light_index].blur_texture);
s->maps[light_index].blur_texture = 0;
}
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}
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void shadowmap_destroy(shadowmap_t *s) {
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for (int i = 0; i < MAX_LIGHTS; i++) {
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shadowmap_destroy_light(s, i);
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}
shadowmap_t z = {0};
*s = z;
}
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static shadowmap_t *active_shadowmap = NULL;
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void shadowmap_begin(shadowmap_t *s) {
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glGetIntegerv(GL_VIEWPORT, s->saved_vp);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &s->saved_fb);
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for (int i = 0; i < MAX_LIGHTS; i++) {
if (s->maps[i].gen != s->gen) {
shadowmap_destroy_light(s, i);
}
}
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s->step = 0;
s->light_step = 0;
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s->cascade_index = 0;
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s->gen++;
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active_shadowmap = s;
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s->saved_pass = model_getpass();
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}
static void shadowmap_light_point(shadowmap_t *s, light_t *l, int dir) {
if(dir<0) return;
mat44 P, V, PV;
perspective44(P, 90.0f, 1.0f, l->shadow_bias, l->shadow_distance);
vec3 lightPos = l->pos;
/**/ if(dir == 0) lookat44(V, lightPos, add3(lightPos, vec3(+1, 0, 0)), vec3(0, -1, 0)); // +X
else if(dir == 1) lookat44(V, lightPos, add3(lightPos, vec3(-1, 0, 0)), vec3(0, -1, 0)); // -X
else if(dir == 2) lookat44(V, lightPos, add3(lightPos, vec3( 0, +1, 0)), vec3(0, 0, +1)); // +Y
else if(dir == 3) lookat44(V, lightPos, add3(lightPos, vec3( 0, -1, 0)), vec3(0, 0, -1)); // -Y
else if(dir == 4) lookat44(V, lightPos, add3(lightPos, vec3( 0, 0, +1)), vec3(0, -1, 0)); // +Z
else /*dir == 5*/ lookat44(V, lightPos, add3(lightPos, vec3( 0, 0, -1)), vec3(0, -1, 0)); // -Z
multiply44x2(PV, P, V); // -Z
copy44(s->V, V);
copy44(s->PV, PV);
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l->processed_shadows = true;
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s->shadow_technique = l->shadow_technique = SHADOW_VSM;
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model_setpass(RENDER_PASS_SHADOW_VSM);
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}
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static array(vec3) frustum_corners = 0;
static inline
void shadowmap_light_directional_calc_frustum_corners(mat44 cam_proj, mat44 cam_view) {
mat44 PV; multiply44x2(PV, cam_proj, cam_view);
mat44 inverse_view_proj; invert44(inverse_view_proj, PV);
array_resize(frustum_corners, 0);
for (unsigned x = 0; x < 2; x++) {
for (unsigned y = 0; y < 2; y++) {
for (unsigned z = 0; z < 2; z++) {
vec4 corner = {
x * 2.0f - 1.0f,
y * 2.0f - 1.0f,
z * 2.0f - 1.0f,
1.0f
};
vec4 world_corner = transform444(inverse_view_proj, corner);
world_corner = scale4(world_corner, 1.0f / world_corner.w);
array_push(frustum_corners, vec3(world_corner.x, world_corner.y, world_corner.z));
}
}
}
}
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static void shadowmap_light_directional(shadowmap_t *s, light_t *l, int dir, float cam_fov, float cam_far, mat44 cam_view) {
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if (dir != 0) {
s->skip_render = true;
return;
}
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float far_plane = 0.0f;
float near_plane = 0.0f;
if (s->cascade_index == 0) {
near_plane = l->shadow_bias;
far_plane = l->shadow_distance * s->cascade_splits[0];
} else if (s->cascade_index < NUM_SHADOW_CASCADES - 1) {
near_plane = l->shadow_distance * s->cascade_splits[s->cascade_index-1];
far_plane = l->shadow_distance * s->cascade_splits[s->cascade_index];
} else {
near_plane = l->shadow_distance * s->cascade_splits[NUM_SHADOW_CASCADES-1];
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far_plane = cam_far;
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}
mat44 proj; perspective44(proj, cam_fov, window_width() / (float)window_height(), near_plane, far_plane);
shadowmap_light_directional_calc_frustum_corners(proj, cam_view);
vec3 center = {0,0,0};
for (unsigned i = 0; i < array_count(frustum_corners); i++) {
center = add3(center, frustum_corners[i]);
}
center = scale3(center, 1.0f / array_count(frustum_corners));
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s->maps[s->light_step].cascade_distances[s->cascade_index] = far_plane;
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float minX = FLT_MAX, maxX = FLT_MIN;
float minY = FLT_MAX, maxY = FLT_MIN;
float minZ = FLT_MAX, maxZ = FLT_MIN;
mat44 V;
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vec3 lightDir = norm3(l->dir);
vec3 up = vec3(0, 1, 0);
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lookat44(V, sub3(center, lightDir), center, up);
for (unsigned i = 0; i < array_count(frustum_corners); i++) {
vec3 corner = frustum_corners[i];
corner = transform344(V, corner);
minX = min(minX, corner.x);
maxX = max(maxX, corner.x);
minY = min(minY, corner.y);
maxY = max(maxY, corner.y);
minZ = min(minZ, corner.z);
maxZ = max(maxZ, corner.z);
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}
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#if 0
float tmpZ = -minZ;
minZ = -maxZ;
maxZ = tmpZ;
float mid = (maxZ + minZ) * 0.5f;
minZ -= mid * 5.0f;
maxZ += mid * 5.0f;
#endif
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mat44 P, PV;
ortho44(P,
minX, maxX,
minY, maxY,
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// minZ, maxZ);
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-maxZ, -minZ);
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multiply44x2(PV, P, V);
copy44(s->V, V);
copy44(s->PV, PV);
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copy44(l->shadow_matrix[s->cascade_index], PV);
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l->processed_shadows = true;
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s->shadow_technique = l->shadow_technique = SHADOW_CSM;
model_setpass(RENDER_PASS_SHADOW_CSM);
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}
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static inline
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void shadowmap_blur_csm(shadowmap_t *s, int light_index) {
if (!s->blur_csm) {
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return;
}
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float blur_scale = 1.999 * (1 - s->csm_blur_scale) + 0.001;
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// blur_scale = 0.1f;
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if (s->maps[light_index].blur_texture_2d == 0) {
// Blur texture
float borderColor[] = {1.0, 1.0, 1.0, 1.0};
glGenTextures(1, &s->maps[light_index].blur_texture_2d);
glBindTexture(GL_TEXTURE_2D, s->maps[light_index].blur_texture_2d);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, s->csm_texture_width, s->csm_texture_width, 0, GL_RED, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
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static renderstate_t rs;
static int program = -1, vao = -1, u_scale = -1, u_source = -1;
if (program < 0) {
rs = renderstate(); {
rs.depth_test_enabled = false;
rs.depth_write_enabled = false;
rs.blend_enabled = false;
}
const char* vs = vfs_read("shaders/vs_shadow_blur.glsl");
const char* fs = vfs_read("shaders/fs_shadow_blur.glsl");
program = shader(vs, fs, "", "fragcolor", NULL);
u_scale = glGetUniformLocation(program, "ScaleU");
u_source = glGetUniformLocation(program, "textureSource");
glGenVertexArrays(1, &vao);
}
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// renderstate_apply(&rs);
glViewport(0, 0, s->csm_texture_width, s->csm_texture_width);
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unsigned oldprog = last_shader;
glUseProgram(program);
glBindVertexArray(vao);
glActiveTexture(GL_TEXTURE0);
// Horizontal pass
for (int i = 0; i < NUM_SHADOW_CASCADES; i++) {
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glBindFramebuffer(GL_FRAMEBUFFER, s->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s->maps[light_index].blur_texture_2d, 0);
glUniform2f(u_scale, 1.0f / (s->csm_texture_width * blur_scale), 0);
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glBindTexture(GL_TEXTURE_2D, s->maps[light_index].texture_2d[i]);
glUniform1i(u_source, 0);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
// Vertical pass
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glBindFramebuffer(GL_FRAMEBUFFER, s->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s->maps[light_index].texture_2d[i], 0);
glUniform2f(u_scale, 0, 1.0f / (s->csm_texture_width * blur_scale));
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glBindTexture(GL_TEXTURE_2D, s->maps[light_index].blur_texture_2d);
glUniform1i(u_source, 0);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
}
glBindVertexArray(0);
glUseProgram(oldprog);
}
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static inline
void shadowmap_blur_vsm(shadowmap_t *s, int light_index) {
if (!s->blur_vsm) {
return;
}
float blur_scale = 1.999 * (1 - s->vsm_blur_scale) + 0.001;
if (s->maps[light_index].blur_texture == 0) {
// Blur texture
float borderColor[] = {1.0, 1.0, 1.0, 1.0};
glGenTextures(1, &s->maps[light_index].blur_texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->maps[light_index].blur_texture);
for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_R32F, s->vsm_texture_width, s->vsm_texture_width, 0, GL_RED, GL_FLOAT, 0);
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}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, borderColor);
}
static renderstate_t rs;
static int program = -1, vao = -1, u_scale = -1, u_source = -1, u_face = -1;
if (program < 0) {
rs = renderstate(); {
rs.depth_test_enabled = false;
rs.depth_write_enabled = false;
rs.blend_enabled = false;
}
const char* vs = vfs_read("shaders/vs_shadow_blur_cubemap.glsl");
const char* fs = vfs_read("shaders/fs_shadow_blur_cubemap.glsl");
program = shader(vs, fs, "", "fragcolor", NULL);
u_scale = glGetUniformLocation(program, "ScaleU");
u_source = glGetUniformLocation(program, "textureSource");
u_face = glGetUniformLocation(program, "face");
glGenVertexArrays(1, &vao);
}
renderstate_apply(&rs);
// return;
glViewport(0, 0, s->vsm_texture_width, s->vsm_texture_width);
unsigned oldprog = last_shader;
glUseProgram(program);
glBindVertexArray(vao);
glActiveTexture(GL_TEXTURE0);
for (int face = 0; face < 6; face++) {
glBindFramebuffer(GL_FRAMEBUFFER, s->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, s->maps[light_index].blur_texture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, 0);
glUniform2f(u_scale, 1.0f / (s->vsm_texture_width * blur_scale), 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, s->maps[light_index].texture);
glUniform1i(u_source, 0);
glUniform1i(u_face, face);
glDrawArrays(GL_TRIANGLES, 0, 6);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, s->maps[light_index].texture, 0);
glUniform2f(u_scale, 0, 1.0f / (s->vsm_texture_width * blur_scale));
glBindTexture(GL_TEXTURE_CUBE_MAP, s->maps[light_index].blur_texture);
glUniform1i(u_source, 0);
glUniform1i(u_face, face);
glDrawArrays(GL_TRIANGLES, 0, 6);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
}
glBindVertexArray(0);
glUseProgram(oldprog);
}
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static inline
bool shadowmap_step_finish(shadowmap_t *s) {
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if (s->shadow_technique == SHADOW_CSM) {
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if (s->cascade_index < NUM_SHADOW_CASCADES-1) {
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s->cascade_index++;
s->step = 0;
return false;
}
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shadowmap_blur_csm(s, s->light_step);
} else {
shadowmap_blur_vsm(s, s->light_step);
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}
s->step = 0;
s->light_step++;
s->cascade_index = 0;
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model_setpass(s->saved_pass);
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return true;
}
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bool shadowmap_step(shadowmap_t *s) {
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int max_steps = s->shadow_technique == 0xffff ? 1 : s->shadow_technique == SHADOW_CSM ? 1 : 6;
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if (s->step >= max_steps) {
if (shadowmap_step_finish(s)) {
return false;
} else {
return true;
}
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}
s->step++;
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s->skip_render = false;
s->lights_pushed = 0;
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return true;
}
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static inline
void shadowmap_clear_fbo() {
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glClearColor(1, 1, 1, 1);
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glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
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void shadowmap_light(shadowmap_t *s, light_t *l, mat44 cam_proj, mat44 cam_view) {
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l->processed_shadows = false;
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if (l->cast_shadows) {
int step = s->step - 1;
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float y_scale = cam_proj[5];
float cam_fov = (2.0f * atan(1.0f / y_scale)) * TO_DEG;
float cam_far = 0.0f; {
float m22 = cam_proj[10];
float m32 = cam_proj[14];
float near_plane = -m32 / (m22 + 1.0f);
cam_far = (2.0f * near_plane) / (m22 - 1.0f);
cam_far *= 0.5f;
}
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if (l->type == LIGHT_POINT || l->type == LIGHT_SPOT) {
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shadowmap_light_point(s, l, step);
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} else if (l->type == LIGHT_DIRECTIONAL) {
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shadowmap_light_directional(s, l, step, cam_fov, cam_far, cam_view);
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}
if (s->skip_render) {
return;
}
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if (s->maps[s->light_step].shadow_technique != l->shadow_technique) {
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shadowmap_destroy_light(s, s->light_step); // @todo: we might wanna free the other set
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if (l->shadow_technique == SHADOW_VSM) {
shadowmap_init_caster_vsm(s, s->light_step, s->vsm_texture_width);
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} else if (l->shadow_technique == SHADOW_CSM) {
shadowmap_init_caster_csm(s, s->light_step, s->csm_texture_width);
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}
}
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s->maps[s->light_step].gen = s->gen;
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s->maps[s->light_step].shadow_technique = l->shadow_technique;
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ASSERT(s->lights_pushed == 0);
s->lights_pushed++;
if (l->type == LIGHT_DIRECTIONAL) {
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glBindFramebuffer(GL_FRAMEBUFFER, s->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s->maps[s->light_step].texture_2d[s->cascade_index], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, s->maps[s->light_step].depth_texture_2d[s->cascade_index], 0);
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shadowmap_clear_fbo();
} else {
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glBindFramebuffer(GL_FRAMEBUFFER, s->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + step, s->maps[s->light_step].texture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + step, s->maps[s->light_step].depth_texture, 0);
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shadowmap_clear_fbo();
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}
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unsigned texture_width = s->shadow_technique == SHADOW_VSM ? s->vsm_texture_width : s->csm_texture_width;
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glViewport(0, 0, texture_width, texture_width);
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}
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}
void shadowmap_end(shadowmap_t *s) {
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glViewport(s->saved_vp[0], s->saved_vp[1], s->saved_vp[2], s->saved_vp[3]);
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glBindFramebuffer(GL_FRAMEBUFFER, s->saved_fb);
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active_shadowmap = NULL;
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// calculate vram usage
s->vram_usage = 0;
s->vram_usage_total = 0;
s->vram_usage_vsm = 0;
s->vram_usage_csm = 0;
{
const int faces = 6;
const int cascades = NUM_SHADOW_CASCADES;
for (int i = 0; i < MAX_LIGHTS; i++) {
// VSM textures
if (s->maps[i].texture != 0) {
// Color texture (GL_RG32F)
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
}
// Color texture (GL_RG32F)
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
// Color texture (GL_RG32F)
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // 8 bytes per pixel (2 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 1;
// CSM textures
if (s->maps[i].texture_2d[0] != 0) {
for (int j = 0; j < cascades; j++) {
// Color texture (GL_R32F)
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 1;
}
}
for (int j = 0; j < cascades; j++) {
// Color texture (GL_R32F)
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 1;
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // 4 bytes per pixel (1 * 32-bit float)
// Depth texture (GL_DEPTH_COMPONENT, assuming 8-bit depth)
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 1;
}
// VSM blur texture (if used)
if (s->maps[i].blur_texture != 0) {
s->vram_usage += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // Assuming same format as VSM color texture
}
s->vram_usage_total += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // Assuming same format as VSM color texture
s->vram_usage_vsm += s->vsm_texture_width * s->vsm_texture_width * faces * 8; // Assuming same format as VSM color texture
// CSM blur texture (if used)
if (s->maps[i].blur_texture_2d != 0) {
s->vram_usage += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
}
s->vram_usage_total += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
s->vram_usage_csm += s->csm_texture_width * s->csm_texture_width * 4; // Assuming same format as CSM color texture
}
}
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}
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// -----------------------------------------------------------------------------
// Occlusion queries
static renderstate_t query_test_rs;
static inline
unsigned query_adjust_samples_msaa(unsigned samples) {
if (window_msaa() > 1) {
return samples / window_msaa();
}
return samples;
}
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static inline
void query_test_rs_init() {
do_once {
query_test_rs = renderstate();
query_test_rs.depth_test_enabled = true;
query_test_rs.depth_write_enabled = false;
query_test_rs.depth_func = GL_LESS;
query_test_rs.point_size_enabled = 1;
query_test_rs.point_size = 1.0f;
memset(query_test_rs.color_mask, 0, sizeof(query_test_rs.color_mask));
}
}
unsigned query_test_point(mat44 proj, mat44 view, vec3 pos, float size) {
static int program = -1, vao = -1, u_mvp = -1, query = -1;
if( program < 0 ) {
const char* vs = vfs_read("shaders/query_point_vs.glsl");
const char* fs = vfs_read("shaders/query_point_fs.glsl");
program = shader(vs, fs, "", "fragcolor" , NULL);
u_mvp = glGetUniformLocation(program, "u_mvp");
glGenVertexArrays( 1, (GLuint*)&vao );
glGenQueries(1, (GLuint*)&query);
query_test_rs_init();
}
query_test_rs.point_size = size;
renderstate_apply(&query_test_rs);
int oldprog = last_shader;
glUseProgram( program );
mat44 M; translation44(M, pos.x, pos.y, pos.z);
mat44 MVP; multiply44x3(MVP, proj, view, M);
glUniformMatrix4fv(u_mvp, 1, GL_FALSE, MVP);
glBindVertexArray( vao );
glBeginQuery(GL_SAMPLES_PASSED, query);
glDrawArrays( GL_POINTS, 0, 1 );
glEndQuery(GL_SAMPLES_PASSED);
GLuint samples_passed = 0;
glGetQueryObjectuiv(query, GL_QUERY_RESULT, &samples_passed);
glBindVertexArray( 0 );
glUseProgram( oldprog );
return query_adjust_samples_msaa(samples_passed);
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}
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// -----------------------------------------------------------------------------
// fullscreen quads
// usage: bind empty vao & commit call for 6 (quad) or 3 vertices (tri).
// ie, glBindVertexArray(empty_vao); glDrawArrays(GL_TRIANGLES, 0, 3);
static renderstate_t fullscreen_quad_rs;
static inline
void fullscreen_quad_rs_init() {
do_once {
fullscreen_quad_rs = renderstate();
fullscreen_quad_rs.depth_test_enabled = false;
fullscreen_quad_rs.blend_enabled = true;
fullscreen_quad_rs.blend_src = GL_SRC_ALPHA;
fullscreen_quad_rs.blend_dst = GL_ONE_MINUS_SRC_ALPHA;
fullscreen_quad_rs.front_face = GL_CW;
}
}
void fullscreen_quad_rgb( texture_t texture ) {
fullscreen_quad_rs_init();
static int program = -1, vao = -1, u_inv_gamma = -1;
if( program < 0 ) {
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
const char* fs = vfs_read("shaders/fs_2_4_texel_inv_gamma.glsl");
program = shader(vs, fs, "", "fragcolor" , NULL);
u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma");
glGenVertexArrays( 1, (GLuint*)&vao );
}
GLenum texture_type = texture.flags & TEXTURE_ARRAY ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
renderstate_apply(&fullscreen_quad_rs);
glUseProgram( program );
float gamma = 1;
glUniform1f( u_inv_gamma, gamma );
glBindVertexArray( vao );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( texture_type, texture.id );
glDrawArrays( GL_TRIANGLES, 0, 6 );
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindTexture( texture_type, 0 );
glBindVertexArray( 0 );
glUseProgram( 0 );
// glDisable( GL_BLEND );
}
void fullscreen_quad_rgb_flipped( texture_t texture ) {
fullscreen_quad_rs_init();
static int program = -1, vao = -1, u_inv_gamma = -1;
if( program < 0 ) {
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl");
const char* fs = vfs_read("shaders/fs_2_4_texel_inv_gamma.glsl");
program = shader(vs, fs, "", "fragcolor" , NULL);
u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma");
glGenVertexArrays( 1, (GLuint*)&vao );
}
GLenum texture_type = texture.flags & TEXTURE_ARRAY ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
renderstate_apply(&fullscreen_quad_rs);
glUseProgram( program );
float gamma = 1;
glUniform1f( u_inv_gamma, gamma );
glBindVertexArray( vao );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( texture_type, texture.id );
glDrawArrays( GL_TRIANGLES, 0, 6 );
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindTexture( texture_type, 0 );
glBindVertexArray( 0 );
glUseProgram( 0 );
// glDisable( GL_BLEND );
}
void fullscreen_quad_ycbcr( texture_t textureYCbCr[3] ) {
fullscreen_quad_rs_init();
static int program = -1, vao = -1, u_gamma = -1, uy = -1, ucb = -1, ucr = -1;
if( program < 0 ) {
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
const char* fs = vfs_read("shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl");
program = shader(vs, fs, "", "fragcolor" , NULL);
u_gamma = glGetUniformLocation(program, "u_gamma");
uy = glGetUniformLocation(program, "u_texture_y");
ucb = glGetUniformLocation(program, "u_texture_cb");
ucr = glGetUniformLocation(program, "u_texture_cr");
glGenVertexArrays( 1, (GLuint*)&vao );
}
renderstate_apply(&fullscreen_quad_rs);
glUseProgram( program );
// glUniform1f( u_gamma, gamma );
glBindVertexArray( vao );
glUniform1i(uy, 0);
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, textureYCbCr[0].id );
glUniform1i(ucb, 1);
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, textureYCbCr[1].id );
glUniform1i(ucr, 2);
glActiveTexture( GL_TEXTURE2 );
glBindTexture( GL_TEXTURE_2D, textureYCbCr[2].id );
glDrawArrays( GL_TRIANGLES, 0, 6 );
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindTexture( GL_TEXTURE_2D, 0 );
glBindVertexArray( 0 );
glUseProgram( 0 );
// glDisable( GL_BLEND );
}
void fullscreen_quad_ycbcr_flipped( texture_t textureYCbCr[3] ) {
fullscreen_quad_rs_init();
static int program = -1, vao = -1, u_gamma = -1, uy = -1, ucb = -1, ucr = -1;
if( program < 0 ) {
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl");
const char* fs = vfs_read("shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl");
program = shader(vs, fs, "", "fragcolor" , NULL);
u_gamma = glGetUniformLocation(program, "u_gamma");
uy = glGetUniformLocation(program, "u_texture_y");
ucb = glGetUniformLocation(program, "u_texture_cb");
ucr = glGetUniformLocation(program, "u_texture_cr");
glGenVertexArrays( 1, (GLuint*)&vao );
}
renderstate_apply(&fullscreen_quad_rs);
glUseProgram( program );
// glUniform1f( u_gamma, gamma );
glBindVertexArray( vao );
glUniform1i(uy, 0);
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, textureYCbCr[0].id );
glUniform1i(ucb, 1);
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, textureYCbCr[1].id );
glUniform1i(ucr, 2);
glActiveTexture( GL_TEXTURE2 );
glBindTexture( GL_TEXTURE_2D, textureYCbCr[2].id );
glDrawArrays( GL_TRIANGLES, 0, 6 );
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindTexture( GL_TEXTURE_2D, 0 );
glBindVertexArray( 0 );
glUseProgram( 0 );
// glDisable( GL_BLEND );
}
// -----------------------------------------------------------------------------
// cubemaps
// project cubemap coords into sphere normals
static
vec3 cubemap2polar(int face, int x, int y, int texture_width) {
float u = (x / (texture_width - 1.f)) * 2 - 1;
float v = (y / (texture_width - 1.f)) * 2 - 1;
/**/ if( face == 0 ) return vec3( u, -1, -v);
else if( face == 1 ) return vec3(-v, -u, 1);
else if( face == 2 ) return vec3(-1, -u, -v);
else if( face == 3 ) return vec3(-u, 1, -v);
else if( face == 4 ) return vec3( v, -u, -1);
else return vec3( 1, u, -v);
}
// project normal in a sphere as 2d texcoord
static
vec2 polar2uv(vec3 n) {
n = norm3(n);
float theta = atan2(n.y, n.x);
float phi = atan2(n.z, hypot(n.x, n.y));
float u = (theta + C_PI) / C_PI;
float v = (C_PI/2 - phi) / C_PI;
return vec2(u, v);
}
// equirectangular panorama (2:1) to cubemap - in RGB, out RGB
static
void panorama2cubemap_(image_t out[6], const image_t in, int width){
int face;
#pragma omp parallel for
for( face = 0; face < 6; ++face ) {
out[face] = image_create(width, width, IMAGE_RGB);
for (int j=0; j < width; ++j) {
uint32_t *line = &out[ face ].pixels32[ 0 + j * width ];
for (int i=0; i < width; ++i) {
vec3 polar = cubemap2polar(face, i, j, width);
vec2 uv = polar2uv(polar);
uv = scale2(uv, in.h-1); // source coords (assumes 2:1, 2*h == w)
vec3 rgb = bilinear(in, uv);
union color {
struct { uint8_t r,g,b,a; };
uint32_t rgba;
} c = { rgb.x, rgb.y, rgb.z, 255 };
line[i] = c.rgba;
}
}
}
}
// equirectangular panorama (2:1) to cubemap - in RGB, out RGBA
void panorama2cubemap(image_t out[6], const image_t in, int width) {
int face;
#pragma omp parallel for
for( face = 0; face < 6; ++face ) {
out[face] = image_create(width, width, IMAGE_RGBA);
for (int j=0; j < width; ++j) {
uint32_t *line = &out[ face ].pixels32[ 0 + j * width ];
for (int i=0; i < width; ++i) {
vec3 polar = cubemap2polar(face, i, j, width);
vec2 uv = polar2uv(polar);
uv = scale2(uv, in.h-1); // source coords (assumes 2:1, 2*h == w)
vec3 rgb = bilinear(in, uv);
union color {
struct { uint8_t r,g,b,a; };
uint32_t rgba;
} c = { rgb.x, rgb.y, rgb.z, 255 };
line[i] = c.rgba;
}
}
}
}
cubemap_t cubemap6( const image_t images[6], int flags ) {
cubemap_t c = {0}, z = {0};
glGenTextures(1, &c.id);
glBindTexture(GL_TEXTURE_CUBE_MAP, c.id);
int samples = 0;
for (int i = 0; i < 6; i++) {
image_t img = images[i]; //image(textures[i], IMAGE_RGB);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, img.w, img.h, 0, img.n == 3 ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, img.pixels);
// calculate SH coefficients (@ands)
const vec3 skyDir[] = {{ 1, 0, 0},{-1, 0, 0},{ 0, 1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1}};
const vec3 skyX[] = {{ 0, 0,-1},{ 0, 0, 1},{ 1, 0, 0},{ 1, 0, 0},{ 1, 0, 0},{-1, 0, 0}};
const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}};
int step = 16;
for (int y = 0; y < img.h; y += step) {
unsigned char *p = (unsigned char*)img.pixels + y * img.w * img.n;
for (int x = 0; x < img.w; x += step) {
vec3 n = add3(
add3(
scale3(skyX[i], 2.0f * (x / (img.w - 1.0f)) - 1.0f),
scale3(skyY[i], -2.0f * (y / (img.h - 1.0f)) + 1.0f)),
skyDir[i]); // texelDirection;
float l = len3(n);
vec3 light = scale3(vec3(p[0], p[1], p[2]), 1 / (255.0f * l * l * l)); // texelSolidAngle * texel_radiance;
n = norm3(n);
c.sh[0] = add3(c.sh[0], scale3(light, 0.282095f));
c.sh[1] = add3(c.sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0));
c.sh[2] = add3(c.sh[2], scale3(light, 0.488603f * n.z * 2.0 / 3.0));
c.sh[3] = add3(c.sh[3], scale3(light, -0.488603f * n.x * 2.0 / 3.0));
c.sh[4] = add3(c.sh[4], scale3(light, 1.092548f * n.x * n.y / 4.0));
c.sh[5] = add3(c.sh[5], scale3(light, -1.092548f * n.y * n.z / 4.0));
c.sh[6] = add3(c.sh[6], scale3(light, 0.315392f * (3.0f * n.z * n.z - 1.0f) / 4.0));
c.sh[7] = add3(c.sh[7], scale3(light, -1.092548f * n.x * n.z / 4.0));
c.sh[8] = add3(c.sh[8], scale3(light, 0.546274f * (n.x * n.x - n.y * n.y) / 4.0));
p += img.n * step;
samples++;
}
}
}
for (int s = 0; s < 9; s++) {
c.sh[s] = scale3(c.sh[s], 32.f / samples);
}
// if( glGenerateMipmap )
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, /* glGenerateMipmap ?*/ GL_LINEAR_MIPMAP_LINEAR /*: GL_LINEAR*/);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
return c;
}
cubemap_t cubemap( const image_t in, int flags ) {
ASSERT( in.n == 4 );
image_t out[6];
panorama2cubemap(out, in, in.h);
image_t swap[6] = { out[0],out[3],out[1],out[4],out[2],out[5] };
cubemap_t c = cubemap6(swap, flags);
int i;
#pragma omp parallel for
for( i = 0; i < 6; ++i) image_destroy(&out[i]);
return c;
}
void cubemap_destroy(cubemap_t *c) {
glDeleteTextures(1, &c->id);
c->id = 0; // do not destroy SH coefficients still. they might be useful in the future.
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if (c->pixels) {
FREE(c->pixels);
glDeleteFramebuffers(6, c->framebuffers);
glDeleteTextures(6, c->textures);
glDeleteRenderbuffers(6, c->depth_buffers);
}
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}
static cubemap_t *last_cubemap;
cubemap_t* cubemap_get_active() {
return last_cubemap;
}
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// cubemap baker
static int sky_last_fb;
static int sky_last_vp[4];
void cubemap_bake_begin(cubemap_t *c, vec3 pos, unsigned width, unsigned height) {
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &sky_last_fb);
glGetIntegerv(GL_VIEWPORT, sky_last_vp);
c->step = 0;
c->pos = pos;
if (!c->pixels || (c->width != width || c->height != height)) {
c->pixels = REALLOC(c->pixels, width*height*12);
c->width = width;
c->height = height;
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if (c->framebuffers[0]) {
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glDeleteFramebuffers(6, c->framebuffers);
glDeleteTextures(6, c->textures);
glDeleteRenderbuffers(6, c->depth_buffers);
for(int i = 0; i < 6; ++i) {
c->framebuffers[i] = 0;
}
}
}
if (!c->framebuffers[0]) {
for(int i = 0; i < 6; ++i) {
glGenFramebuffers(1, &c->framebuffers[i]);
glBindFramebuffer(GL_FRAMEBUFFER, c->framebuffers[i]);
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glGenTextures(1, &c->textures[i]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, c->textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, c->textures[i], 0);
// attach depth buffer
glGenRenderbuffers(1, &c->depth_buffers[i]);
glBindRenderbuffer(GL_RENDERBUFFER, c->depth_buffers[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, c->depth_buffers[i]);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
}
}
bool cubemap_bake_step(cubemap_t *c, mat44 proj /* out */, mat44 view /* out */) {
if (c->step >= 6) return false;
static vec3 directions[6] = {{ 1, 0, 0},{-1, 0, 0},{ 0, 1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1}};
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static vec3 up_vectors[6] = {{ 0,-1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1},{ 0,-1, 0},{ 0,-1, 0}};
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glBindFramebuffer(GL_FRAMEBUFFER, c->framebuffers[c->step]);
glClearColor(0, 0, 0, 1);
glClearDepth(1.0f);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, c->width, c->height);
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perspective44(proj, 90.0f, c->width / (float)c->height, 0.1f, 1000.f);
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lookat44(view, c->pos, add3(c->pos, directions[c->step]), up_vectors[c->step]);
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++c->step;
return true;
}
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void cubemap_bake_end(cubemap_t *c, int step, float sky_intensity) {
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if (!sky_intensity) {
sky_intensity = 1.0f;
}
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if (!step) {
step = 16;
}
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if (c->id) {
glDeleteTextures(1, &c->id);
c->id = 0;
}
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#if 0
static unsigned sh_shader = -1, sh_buffer = -1, wg_buffer = -1, u_intensity = -1, u_size = -1, u_face_index = -1, u_texture = -1, u_step = -1, u_pass = -1;
do_once {
sh_shader = compute(vfs_read("shaders/cubemap_sh.glsl"));
glGenBuffers(1, &sh_buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, sh_buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, 9 * sizeof(vec3), NULL, GL_DYNAMIC_COPY);
u_texture = glGetUniformLocation(sh_shader, "cubeFace");
u_intensity = glGetUniformLocation(sh_shader, "skyIntensity");
u_size = glGetUniformLocation(sh_shader, "textureSize");
u_face_index = glGetUniformLocation(sh_shader, "faceIndex");
u_step = glGetUniformLocation(sh_shader, "step");
u_pass = glGetUniformLocation(sh_shader, "pass");
}
// Prepare work group buffer
glGenBuffers(1, &wg_buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, wg_buffer);
int num_work_groups = ((c->width + 15) / 16) * ((c->height + 15) / 16);
glBufferData(GL_SHADER_STORAGE_BUFFER, num_work_groups * 9 * sizeof(vec3), NULL, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, wg_buffer);
// Clear SH buffer
vec3 zero = vec3(0,0,0);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, sh_buffer);
glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_RGB32F, GL_RGB, GL_FLOAT, &zero);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, sh_buffer);
// Set up render parameters
int step = 16;
shader_bind(sh_shader);
glUniform1f(u_intensity, sky_intensity);
glUniform2i(u_size, c->width, c->height);
for (int i = 0; i < 6; i++) {
// Bind texture to texture unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, c->textures[i]);
glUniform1i(u_texture, 0);
// Set up face index
glUniform1i(u_face_index, i);
// Dispatch compute shader
glUniform1i(u_pass, 0);
glDispatchCompute((c->width+step-1)/step, (c->height+step-1)/step, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glUniform1i(u_pass, 1);
glDispatchCompute((c->width+step-1)/step, (c->height+step-1)/step, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
}
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// Copy SH coefficients from buffer to array
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, 9 * sizeof(vec3), c->sh);
// Normalize SH coefficients
int total_samples = 16 * 2 * 6;
for (int s = 0; s < 9; s++) {
c->sh[s] = scale3(c->sh[s], 32.f / total_samples);
// c->sh[s] = scale3(c->sh[s], 4.f * M_PI / total_samples);
}
glDeleteBuffers(1, &wg_buffer);
// Generate cubemap texture
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glGenTextures(1, &c->id);
glBindTexture(GL_TEXTURE_CUBE_MAP, c->id);
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// Copy each face of the cubemap to the cubemap texture
for (int i = 0; i < 6; ++i) {
glCopyImageSubData(c->textures[i], GL_TEXTURE_2D, 0, 0, 0, 0,
c->id, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, 0,
c->width, c->height, 1);
}
// Generate mipmaps
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
#else
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glGenTextures(1, &c->id);
glBindTexture(GL_TEXTURE_CUBE_MAP, c->id);
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int samples = 0;
for (int i = 0; i < 6; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, c->framebuffers[i]);
glReadPixels(0, 0, c->width, c->height, GL_RGB, GL_FLOAT, c->pixels);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, c->width, c->height, 0, GL_RGB, GL_FLOAT, c->pixels);
// calculate SH coefficients (@ands)
// copied from cubemap6 method
const vec3 skyDir[] = {{ 1, 0, 0},{-1, 0, 0},{ 0, 1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1}};
const vec3 skyX[] = {{ 0, 0,-1},{ 0, 0, 1},{ 1, 0, 0},{ 1, 0, 0},{ 1, 0, 0},{-1, 0, 0}};
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// const vec3 skyY[] = {{ 0, 1, 0},{ 0, 1, 0},{ 0, 0,-1},{ 0, 0, 1},{ 0, 1, 0},{ 0, 1, 0}};
static vec3 skyY[6] = {{ 0,-1, 0},{ 0,-1, 0},{ 0, 0, 1},{ 0, 0,-1},{ 0,-1, 0},{ 0,-1, 0}};
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for (int y = 0; y < c->height; y += step) {
float *p = (float*)(c->pixels + y * c->width * 3);
for (int x = 0; x < c->width; x += step) {
vec3 n = add3(
add3(
scale3(skyX[i], 2.0f * (x / (c->width - 1.0f)) - 1.0f),
scale3(skyY[i], -2.0f * (y / (c->height - 1.0f)) + 1.0f)),
skyDir[i]); // texelDirection;
float l = len3(n);
vec3 light = scale3(vec3(p[0], p[1], p[2]), (1 / (l * l * l)) * sky_intensity); // texelSolidAngle * texel_radiance;
n = norm3(n);
c->sh[0] = add3(c->sh[0], scale3(light, 0.282095f));
c->sh[1] = add3(c->sh[1], scale3(light, -0.488603f * n.y * 2.0 / 3.0));
c->sh[2] = add3(c->sh[2], scale3(light, 0.488603f * n.z * 2.0 / 3.0));
c->sh[3] = add3(c->sh[3], scale3(light, -0.488603f * n.x * 2.0 / 3.0));
c->sh[4] = add3(c->sh[4], scale3(light, 1.092548f * n.x * n.y / 4.0));
c->sh[5] = add3(c->sh[5], scale3(light, -1.092548f * n.y * n.z / 4.0));
c->sh[6] = add3(c->sh[6], scale3(light, 0.315392f * (3.0f * n.z * n.z - 1.0f) / 4.0));
c->sh[7] = add3(c->sh[7], scale3(light, -1.092548f * n.x * n.z / 4.0));
c->sh[8] = add3(c->sh[8], scale3(light, 0.546274f * (n.x * n.x - n.y * n.y) / 4.0));
p += 3 * step;
samples++;
}
}
}
for (int s = 0; s < 9; s++) {
c->sh[s] = scale3(c->sh[s], 32.f / samples);
}
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// Copy each face of the cubemap to the cubemap texture
// for (int i = 0; i < 6; ++i) {
// glCopyImageSubData(c->textures[i], GL_TEXTURE_2D, 0, 0, 0, 0,
// c->id, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, 0,
// c->width, c->height, 1);
// }
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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#endif
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glBindFramebuffer(GL_FRAMEBUFFER, sky_last_fb);
glViewport(sky_last_vp[0], sky_last_vp[1], sky_last_vp[2], sky_last_vp[3]);
}
void cubemap_sh_reset(cubemap_t *c) {
for (int s = 0; s < 9; s++) {
c->sh[s] = vec3(0,0,0);
}
}
void cubemap_sh_shader(cubemap_t *c) {
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if (c) {
shader_vec3v("u_coefficients_sh", 9, c->sh);
} else {
vec3 clr[9] = {0};
shader_vec3v("u_coefficients_sh", 9, clr);
}
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}
void cubemap_sh_add_light(cubemap_t *c, vec3 light, vec3 dir, float strength) {
// Normalize the direction
vec3 norm_dir = norm3(dir);
// Scale the light color and intensity
vec3 scaled_light = scale3(light, strength);
// Add light to the SH coefficients
c->sh[0] = add3(c->sh[0], scale3(scaled_light, 0.282095f));
c->sh[1] = add3(c->sh[1], scale3(scaled_light, -0.488603f * norm_dir.y));
c->sh[2] = add3(c->sh[2], scale3(scaled_light, 0.488603f * norm_dir.z));
c->sh[3] = add3(c->sh[3], scale3(scaled_light, -0.488603f * norm_dir.x));
}
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void cubemap_sh_blend(vec3 pos, float max_dist, unsigned count, cubemap_t *probes) {
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if (count == 0) {
cubemap_sh_shader(0);
return;
}
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float total_weight = 0.0f;
vec3 final_sh[9] = {0};
// Iterate through each probe
for (unsigned i = 0; i < count; i++) {
float distance = len3(sub3(pos, probes[i].pos));
float weight = 1.0f - (distance / max_dist);
weight = weight * weight;
for (int s = 0; s < 9; s++) {
final_sh[s] = add3(final_sh[s], scale3(probes[i].sh[s], weight));
}
total_weight += weight;
}
// Normalize the final SH coefficients
for (int s = 0; s < 9; s++) {
final_sh[s] = scale3(final_sh[s], 1.0f / total_weight);
}
// Apply SH coefficients to the shader
shader_vec3v("u_coefficients_sh", 9, final_sh);
}
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// -----------------------------------------------------------------------------
// skyboxes
skybox_t skybox(const char *asset, int flags) {
skybox_t sky = {0};
// sky mesh
vec3 vertices[] = {{+1,-1,+1},{+1,+1,+1},{+1,+1,-1},{-1,+1,-1},{+1,-1,-1},{-1,-1,-1},{-1,-1,+1},{-1,+1,+1}};
unsigned indices[] = { 0, 1, 2, 3, 4, 5, 6, 3, 7, 1, 6, 0, 4, 2 };
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
// sky program
sky.flags = flags && flags != SKYBOX_PBR ? flags : !!asset ? SKYBOX_CUBEMAP : SKYBOX_RAYLEIGH; // either cubemap or rayleigh
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
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vfs_read("fs_3_4_skybox.glsl"),
"att_position", "fragcolor", NULL);
sky.rayleigh_program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
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"att_position", "fragcolor", NULL);
// sky cubemap & SH
if( asset ) {
int is_panorama = vfs_size( asset );
if( is_panorama ) { // is file
stbi_hdr_to_ldr_gamma(1.0f);
image_t panorama = image( asset, IMAGE_RGBA );
sky.cubemap = cubemap( panorama, 0 ); // RGBA required
image_destroy(&panorama);
} else { // is folder
image_t images[6] = {0};
images[0] = image( va("%s/posx", asset), IMAGE_RGB ); // cubepx
images[1] = image( va("%s/negx", asset), IMAGE_RGB ); // cubenx
images[2] = image( va("%s/posy", asset), IMAGE_RGB ); // cubepy
images[3] = image( va("%s/negy", asset), IMAGE_RGB ); // cubeny
images[4] = image( va("%s/posz", asset), IMAGE_RGB ); // cubepz
images[5] = image( va("%s/negz", asset), IMAGE_RGB ); // cubenz
sky.cubemap = cubemap6( images, 0 );
for( int i = 0; i < countof(images); ++i ) image_destroy(&images[i]);
}
} else {
// set up mie defaults // @fixme: use shader params instead
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shader_bind(sky.rayleigh_program);
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shader_vec3("uSunPos", vec3( 0, 0.1, -1 ));
shader_vec3("uRayOrigin", vec3(0.0, 6372000.0, 0.0));
shader_float("uSunIntensity", 22.0);
shader_float("uPlanetRadius", 6371000.0);
shader_float("uAtmosphereRadius", 6471000.0);
shader_vec3("uRayleighScattering", vec3(5.5e-6, 13.0e-6, 22.4e-6));
shader_float("uMieScattering", 21e-6);
shader_float("uRayleighScaleHeight", 8000.0);
shader_float("uMieScaleHeight", 1200.0);
shader_float("uMiePreferredDirection", 0.758);
skybox_mie_calc_sh(&sky, 1.2);
}
return sky;
}
static inline
texture_t load_env_tex( const char *pathfile, unsigned flags ) {
int flags_hdr = strendi(pathfile, ".hdr") ? TEXTURE_FLOAT | TEXTURE_RGBA : 0;
texture_t t = texture(pathfile, flags | TEXTURE_LINEAR | TEXTURE_MIPMAPS | TEXTURE_REPEAT | flags_hdr);
glBindTexture( GL_TEXTURE_2D, t.id );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return t;
}
skybox_t skybox_pbr(const char *sky_map, const char *refl_map, const char *env_map) {
skybox_t sky = {0};
// sky mesh
vec3 vertices[] = {{+1,-1,+1},{+1,+1,+1},{+1,+1,-1},{-1,+1,-1},{+1,-1,-1},{-1,-1,-1},{-1,-1,+1},{-1,+1,+1}};
unsigned indices[] = { 0, 1, 2, 3, 4, 5, 6, 3, 7, 1, 6, 0, 4, 2 };
mesh_update(&sky.geometry, "p3", 0,countof(vertices),vertices, countof(indices),indices, MESH_TRIANGLE_STRIP);
// sky program
sky.flags = SKYBOX_PBR;
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
vfs_read("fs_3_4_skybox.glsl"),
"att_position", "fragcolor", NULL);
// sky cubemap & SH
if( sky_map ) {
int is_panorama = vfs_size( sky_map );
if( is_panorama ) { // is file
stbi_hdr_to_ldr_gamma(1.0f);
image_t panorama = image( sky_map, IMAGE_RGBA );
sky.cubemap = cubemap( panorama, 0 ); // RGBA required
image_destroy(&panorama);
} else { // is folder
image_t images[6] = {0};
images[0] = image( va("%s/posx", sky_map), IMAGE_RGB ); // cubepx
images[1] = image( va("%s/negx", sky_map), IMAGE_RGB ); // cubenx
images[2] = image( va("%s/posy", sky_map), IMAGE_RGB ); // cubepy
images[3] = image( va("%s/negy", sky_map), IMAGE_RGB ); // cubeny
images[4] = image( va("%s/posz", sky_map), IMAGE_RGB ); // cubepz
images[5] = image( va("%s/negz", sky_map), IMAGE_RGB ); // cubenz
sky.cubemap = cubemap6( images, 0 );
for( int i = 0; i < countof(images); ++i ) image_destroy(&images[i]);
}
}
if( refl_map ) {
sky.refl = load_env_tex(refl_map, 0);
}
if( env_map ) {
sky.env = load_env_tex(env_map, 0);
}
return sky;
}
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static renderstate_t skybox_rs;
API vec4 window_getcolor_(); // internal use, not public
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static inline
void skybox_render_rayleigh(skybox_t *sky, mat44 proj, mat44 view) {
last_cubemap = &sky->cubemap;
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do_once {
skybox_rs = renderstate();
skybox_rs.depth_test_enabled = 1;
skybox_rs.cull_face_enabled = 0;
skybox_rs.front_face = GL_CCW;
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}
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// we have to reset clear color here, because of wrong alpha compositing issues on native transparent windows otherwise
// vec4 bgcolor = window_getcolor_();
// skybox_rs.clear_color[0] = bgcolor.r;
// skybox_rs.clear_color[1] = bgcolor.g;
// skybox_rs.clear_color[2] = bgcolor.b;
// skybox_rs.clear_color[3] = 1; // @transparent
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mat44 mvp; multiply44x2(mvp, proj, view);
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//glDepthMask(GL_FALSE);
shader_bind(sky->rayleigh_program);
shader_mat44("u_mvp", mvp);
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renderstate_apply(&skybox_rs);
mesh_render(&sky->geometry);
}
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void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity) {
cubemap_bake_begin(&sky->cubemap, vec3(0, 0, 0), 1024, 1024);
mat44 proj, view;
while (cubemap_bake_step(&sky->cubemap, proj, view)) {
skybox_render_rayleigh(sky, proj, view);
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}
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cubemap_bake_end(&sky->cubemap, 0, sky_intensity);
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}
void skybox_sh_reset(skybox_t *sky) {
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cubemap_sh_reset(&sky->cubemap);
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}
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void skybox_sh_shader(skybox_t *sky) {
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cubemap_sh_shader(&sky->cubemap);
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}
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void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength) {
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cubemap_sh_add_light(&sky->cubemap, light, dir, strength);
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}
int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) {
last_cubemap = &sky->cubemap;
do_once {
skybox_rs = renderstate();
skybox_rs.depth_test_enabled = 1;
skybox_rs.cull_face_enabled = 0;
skybox_rs.front_face = GL_CCW;
}
// we have to reset clear color here, because of wrong alpha compositing issues on native transparent windows otherwise
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// vec4 bgcolor = window_getcolor_();
// skybox_rs.clear_color[0] = bgcolor.r;
// skybox_rs.clear_color[1] = bgcolor.g;
// skybox_rs.clear_color[2] = bgcolor.b;
// skybox_rs.clear_color[3] = 1; // @transparent
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mat44 mvp; multiply44x2(mvp, proj, view);
//glDepthMask(GL_FALSE);
shader_bind(sky->program);
shader_mat44("u_mvp", mvp);
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shader_cubemap("u_cubemap", sky->cubemap.id);
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renderstate_apply(&skybox_rs);
return 0; // @fixme: return sortable hash here?
}
int skybox_pop_state() {
//vec4 bgcolor = window_getcolor_(); glClearColor(bgcolor.r, bgcolor.g, bgcolor.b, window_has_transparent() ? 0 : bgcolor.a); // @transparent
//glDepthMask(GL_TRUE);
//glClear(GL_DEPTH_BUFFER_BIT);
return 0;
}
int skybox_render(skybox_t *sky, mat44 proj, mat44 view) {
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if (sky->rayleigh_immediate && !sky->flags) {
skybox_render_rayleigh(sky, proj, view);
return 0;
}
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skybox_push_state(sky, proj, view);
mesh_render(&sky->geometry);
skybox_pop_state();
return 0;
}
void skybox_destroy(skybox_t *sky) {
glDeleteProgram(sky->program);
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glDeleteProgram(sky->rayleigh_program);
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cubemap_destroy(&sky->cubemap);
mesh_destroy(&sky->geometry);
}
// -----------------------------------------------------------------------------
// meshes
mesh_t mesh() {
mesh_t z = {0};
return z;
}
aabb mesh_bounds(mesh_t *m) {
aabb b = {{1e9,1e9,1e9},{-1e9,-1e9,-1e9}};
for( int i = 0; i < array_count(m->in_vertex3); ++i ) {
if( m->in_vertex3[i].x < b.min.x ) b.min.x = m->in_vertex3[i].x;
if( m->in_vertex3[i].x > b.max.x ) b.max.x = m->in_vertex3[i].x;
if( m->in_vertex3[i].y < b.min.y ) b.min.y = m->in_vertex3[i].y;
if( m->in_vertex3[i].y > b.max.y ) b.max.y = m->in_vertex3[i].y;
if( m->in_vertex3[i].z < b.min.z ) b.min.z = m->in_vertex3[i].z;
if( m->in_vertex3[i].z > b.max.z ) b.max.z = m->in_vertex3[i].z;
}
return b;
}
void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *vertex_data, int index_count,const void *index_data, int flags) {
m->flags = flags;
// setup
unsigned sizeof_index = sizeof(GLuint);
unsigned sizeof_vertex = 0;
m->index_count = index_count;
m->vertex_count = vertex_count;
// iterate vertex attributes { position, normal + uv + tangent + bitangent + ... }
struct vertex_descriptor {
int vertex_type, num_attribute, num_components, alt_normalized;
int stride, offset;
} descriptor[16] = {0}, *dc = &descriptor[0];
do switch( *format ) {
break; case '*': dc->alt_normalized = 1;
break; case '0': dc->num_components = 0;
break; case '1': dc->num_components = 1;
break; case '2': dc->num_components = 2;
break; case '3': dc->num_components = 3;
break; case '4': dc->num_components = 4;
break; case 'F': dc->vertex_type = GL_FLOAT;
break; case 'U': case 'I': dc->vertex_type = GL_UNSIGNED_INT;
break; case 'B': if(format[-1] >= '0' && format[-1] <= '9') dc->vertex_type = GL_UNSIGNED_BYTE; //else bitangent.
break; case ' ': while (format[1] == ' ') format++; case '\0':
if (!dc->vertex_type) dc->vertex_type = GL_FLOAT;
dc->offset = sizeof_vertex;
sizeof_vertex += (dc->stride = dc->num_components * (dc->vertex_type == GL_UNSIGNED_BYTE ? 1 : 4));
++dc;
break; default: if( !strchr("pntbcwai", *format) ) PANIC("unsupported vertex type '%c'", *format);
} while (*format++);
if(vertex_stride > 0) sizeof_vertex = vertex_stride;
// layout
if(!m->vao) glGenVertexArrays(1, &m->vao);
glBindVertexArray(m->vao);
// index data
if( index_data && index_count ) {
m->index_count = index_count;
if(!m->ibo) glGenBuffers(1, &m->ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m->ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m->index_count * sizeof_index, index_data, flags & MESH_STREAM ? GL_STREAM_DRAW : GL_STATIC_DRAW);
}
// vertex data
if( vertex_data && vertex_count ) {
m->vertex_count = vertex_count;
if(!m->vbo) glGenBuffers(1, &m->vbo);
glBindBuffer(GL_ARRAY_BUFFER, m->vbo);
glBufferData(GL_ARRAY_BUFFER, m->vertex_count * sizeof_vertex, vertex_data, flags & MESH_STREAM ? GL_STREAM_DRAW : GL_STATIC_DRAW);
}
for( int i = 0; i < 8; ++i ) {
// glDisableVertexAttribArray(i);
}
// vertex setup: iterate descriptors
for( int i = 0; i < countof(descriptor); ++i ) {
if( descriptor[i].num_components ) {
glDisableVertexAttribArray(i);
glVertexAttribPointer(i,
descriptor[i].num_components, descriptor[i].vertex_type, (descriptor[i].vertex_type == GL_UNSIGNED_BYTE ? GL_TRUE : GL_FALSE) ^ (descriptor[i].alt_normalized ? GL_TRUE : GL_FALSE),
sizeof_vertex, (GLchar*)NULL + descriptor[i].offset);
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
}
glBindVertexArray(0);
}
void mesh_render(mesh_t *sm) {
if( sm->vao ) {
glBindVertexArray(sm->vao);
if( sm->ibo ) { // with indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sm->ibo); // <-- why intel?
glDrawElements(sm->flags & MESH_TRIANGLE_STRIP ? GL_TRIANGLE_STRIP : GL_TRIANGLES, sm->index_count, GL_UNSIGNED_INT, (char*)0);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", sm->index_count/3);
} else { // with vertices only
glDrawArrays(sm->flags & MESH_TRIANGLE_STRIP ? GL_TRIANGLE_STRIP : GL_TRIANGLES, 0, sm->vertex_count /* / 3 */);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", sm->vertex_count/3);
}
}
}
void mesh_render_prim(mesh_t *sm, unsigned prim) {
if( sm->vao ) {
glBindVertexArray(sm->vao);
if( sm->ibo ) { // with indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sm->ibo); // <-- why intel?
glDrawElements(prim, sm->index_count, GL_UNSIGNED_INT, (char*)0);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", sm->index_count/3);
} else { // with vertices only
glDrawArrays(prim, 0, sm->vertex_count /* / 3 */);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", sm->vertex_count/3);
}
}
}
void mesh_destroy(mesh_t *m) {
// @todo
glDeleteBuffers(1, &m->vbo);
glDeleteBuffers(1, &m->ibo);
glDeleteVertexArrays(1, &m->vao);
}
// -----------------------------------------------------------------------------
// screenshots
void* screenshot( int n ) { // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA
// sync, 10 ms -- pixel perfect
int w = window_width(), h = window_height();
int mode = n == 3 ? GL_RGB : n == -3 ? GL_BGR : n == 4 ? GL_RGBA : GL_BGRA;
static __thread uint8_t *pixels = 0;
pixels = (uint8_t*)REALLOC(pixels, w * h * 4 ); // @leak per thread
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // disable any pbo, in case somebody did for us
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, w, h, mode, GL_UNSIGNED_BYTE, pixels);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
return pixels;
}
void* screenshot_async( int n ) { // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA
#if is(ems)
return screenshot(n); // no glMapBuffer() on emscripten
#else
// async, 0 ms -- @fixme: MSAA can cause some artifacts with PBOs: either use glDisable(GL_MULTISAMPLE) when recording or do not create window with WINDOW_MSAAx options at all.
int w = window_width(), h = window_height();
int mode = n == 3 ? GL_RGB : n == -3 ? GL_BGR : n == 4 ? GL_RGBA : GL_BGRA;
static __thread uint8_t *pixels = 0;
pixels = (uint8_t*)REALLOC(pixels, w * h * 4 ); // @leak per thread
enum { NUM_PBOS = 16 };
static __thread GLuint pbo[NUM_PBOS] = {0}, lastw = 0, lasth = 0, bound = 0;
if( lastw != w || lasth != h ) {
lastw = w, lasth = h;
bound = 0;
for( int i = 0; i < NUM_PBOS; ++i ) {
if(!pbo[i]) glGenBuffers(1, &pbo[i]);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[i]);
glBufferData(GL_PIXEL_PACK_BUFFER, w * h * 4, NULL, GL_STREAM_READ); // GL_STATIC_READ);
//glReadPixels(0, 0, w, h, mode, GL_UNSIGNED_BYTE, (GLvoid*)((GLchar*)NULL+0));
}
}
// read from oldest bound pbo
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[bound]);
void *ptr = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
memcpy(pixels, ptr, w * h * abs(n));
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
// trigger next read
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, w, h, mode, GL_UNSIGNED_BYTE, (GLvoid*)((GLchar*)NULL+0));
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
bound = (bound + 1) % NUM_PBOS;
return pixels;
#endif
}
// -----------------------------------------------------------------------------
// viewports
void viewport_color(unsigned color) {
unsigned r = (color >> 0) & 255;
unsigned g = (color >> 8) & 255;
unsigned b = (color >> 16) & 255;
unsigned a = (color >> 24) & 255;
glClearColor(r, g, b, a);
}
void viewport_clear(bool color, bool depth) {
glClearDepthf(1);
glClearStencil(0);
glClear((color ? GL_COLOR_BUFFER_BIT : 0) | (depth ? GL_DEPTH_BUFFER_BIT : 0));
}
void viewport_clip(vec2 from, vec2 to) {
float x = from.x, y = from.y, w = to.x-from.x, h = to.y-from.y;
y = window_height()-y-h;
glViewport(x, y, w, h);
glScissor(x, y, w, h);
}
// -----------------------------------------------------------------------------
// fbos
unsigned fbo(unsigned color_texture_id, unsigned depth_texture_id, int flags) {
int last_fb;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &last_fb);
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if( color_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0);
if( depth_texture_id ) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_id, 0);
#if 0 // this is working; it's just not enabled for now
else {
// create a non-sampleable renderbuffer object for depth and stencil attachments
unsigned int rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, color.width, color.height); // use a single renderbuffer object for both a depth AND stencil buffer.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); // now actually attach it
}
#endif
#if is(ems)
GLenum nones[] = { GL_NONE };
if(flags) glDrawBuffers(1, nones);
if(flags) glReadBuffer(GL_NONE);
#else
if(flags) glDrawBuffer(GL_NONE);
if(flags) glReadBuffer(GL_NONE);
#endif
#if 1
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if( GL_FRAMEBUFFER_COMPLETE != result ) {
PANIC("ERROR: Framebuffer not complete.");
}
#else
switch (glCheckFramebufferStatus(GL_FRAMEBUFFER)) {
case GL_FRAMEBUFFER_COMPLETE: break;
case GL_FRAMEBUFFER_UNDEFINED: PANIC("GL_FRAMEBUFFER_UNDEFINED");
case GL_FRAMEBUFFER_UNSUPPORTED: PANIC("GL_FRAMEBUFFER_UNSUPPORTED");
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: PANIC("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: PANIC("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER");
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: PANIC("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER");
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: PANIC("GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE");
// case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: PANIC("GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT");
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: PANIC("GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS");
// case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: PANIC("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT");
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: PANIC("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
default: PANIC("ERROR: Framebuffer not complete. glCheckFramebufferStatus returned %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
#endif
glBindFramebuffer (GL_FRAMEBUFFER, last_fb);
return fbo;
}
static __thread array(handle) fbos;
void fbo_bind(unsigned id) {
glBindFramebuffer(GL_FRAMEBUFFER, id);
array_push(fbos, id);
}
void fbo_unbind() {
handle id = 0;
if (array_count(fbos)) {
array_pop(fbos);
id = *array_back(fbos);
}
glBindFramebuffer(GL_FRAMEBUFFER, id);
}
void fbo_destroy(unsigned id) {
// glDeleteRenderbuffers(1, &renderbuffer);
glDeleteFramebuffers(1, &id);
}
// -----------------------------------------------------------------------------
// post-fxs swapchain
typedef struct passfx passfx;
typedef struct postfx postfx;
void postfx_create(postfx *fx, int flags);
void postfx_destroy(postfx *fx);
bool postfx_load(postfx *fx, const char *name, const char *fragment);
bool postfx_begin(postfx *fx, int width, int height);
bool postfx_end(postfx *fx);
bool postfx_enabled(postfx *fx, int pass_number);
bool postfx_enable(postfx *fx, int pass_number, bool enabled);
// bool postfx_toggle(postfx *fx, int pass_number);
void postfx_clear(postfx *fx);
void postfx_order(postfx *fx, int pass, unsigned priority);
char* postfx_name(postfx *fx, int slot);
int ui_postfx(postfx *fx, int slot);
struct passfx {
mesh_t m;
char *name;
unsigned program;
int uniforms[16];
unsigned priority;
bool enabled;
};
struct postfx {
// renderbuffers: color & depth textures
unsigned fb[2];
texture_t diffuse[2], depth[2];
// shader passes
array(passfx) pass;
// global enable flag
bool enabled;
};
enum {
u_color,
u_depth,
u_time,
u_frame,
u_width, u_height,
u_mousex, u_mousey,
u_channelres0x, u_channelres0y,
u_channelres1x, u_channelres1y,
};
void postfx_create(postfx *fx, int flags) {
postfx z = {0};
*fx = z;
fx->enabled = 1;
(void)flags;
}
void postfx_destroy( postfx *fx ) {
for( int i = 0; i < array_count(fx->pass); ++i ) {
FREE(fx->pass[i].name);
}
array_free(fx->pass);
texture_destroy(&fx->diffuse[0]);
texture_destroy(&fx->diffuse[1]);
texture_destroy(&fx->depth[0]);
texture_destroy(&fx->depth[1]);
fbo_destroy(fx->fb[0]);
fbo_destroy(fx->fb[1]);
postfx z = {0};
*fx = z;
}
char* postfx_name(postfx *fx, int slot) {
return slot < 0 || slot >= array_count(fx->pass) ? "" : fx->pass[ slot ].name;
}
int postfx_find(postfx *fx, const char *name) {
name = file_name(name);
for( int i = 0; i < array_count(fx->pass); ++i) if(!strcmpi(fx->pass[i].name, name)) return i;
return -1;
}
static
int postfx_sort_fn(const void *a, const void *b) {
unsigned p1 = ((passfx*)a)->priority;
unsigned p2 = ((passfx*)b)->priority;
return (p1 > p2) - (p1 < p2);
}
void postfx_order(postfx *fx, int pass, unsigned priority) {
if (pass < 0 || pass >= array_count(fx->pass)) return;
if (priority >= array_count(fx->pass)) return;
fx->pass[priority].priority = pass;
fx->pass[pass].priority = priority;
array_sort(fx->pass, postfx_sort_fn);
}
int postfx_load_from_mem( postfx *fx, const char *name, const char *fs ) {
PRINTF("%s\n", name);
if(!fs || !fs[0]) return -1; // PANIC("!invalid fragment shader");
passfx pass={0};
array_push(fx->pass, pass);
passfx *p = array_back(fx->pass);
p->name = STRDUP(name);
p->priority = array_count(fx->pass)-1;
// preload stuff
static const char *vs = 0;
static const char *preamble = 0;
static const char *shadertoy = 0;
static char *fs2 = 0;
do_once {
vs = STRDUP(vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl"));
preamble = STRDUP(vfs_read("shaders/fs_2_4_preamble.glsl"));
shadertoy = STRDUP(vfs_read("shaders/fs_main_shadertoy.glsl"));
fs2 = (char*)CALLOC(1, 128*1024);
}
// patch fragment
snprintf(fs2, 128*1024, "%s%s%s", preamble, strstr(fs, "mainImage") ? shadertoy : "", fs );
p->program = shader(vs, fs2, "vtexcoord", "fragColor" , NULL);
glUseProgram(p->program); // needed?
for( int i = 0; i < countof(p->uniforms); ++i ) p->uniforms[i] = -1;
if( p->uniforms[u_time] == -1 ) p->uniforms[u_time] = glGetUniformLocation(p->program, "iTime");
if( p->uniforms[u_frame] == -1 ) p->uniforms[u_frame] = glGetUniformLocation(p->program, "iFrame");
if( p->uniforms[u_width] == -1 ) p->uniforms[u_width] = glGetUniformLocation(p->program, "iWidth");
if( p->uniforms[u_height] == -1 ) p->uniforms[u_height] = glGetUniformLocation(p->program, "iHeight");
if( p->uniforms[u_mousex] == -1 ) p->uniforms[u_mousex] = glGetUniformLocation(p->program, "iMousex");
if( p->uniforms[u_mousey] == -1 ) p->uniforms[u_mousey] = glGetUniformLocation(p->program, "iMousey");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "tex");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "tex0");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "tColor");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "tDiffuse");
if( p->uniforms[u_color] == -1 ) p->uniforms[u_color] = glGetUniformLocation(p->program, "iChannel0");
if( p->uniforms[u_depth] == -1 ) p->uniforms[u_depth] = glGetUniformLocation(p->program, "tex1");
if( p->uniforms[u_depth] == -1 ) p->uniforms[u_depth] = glGetUniformLocation(p->program, "tDepth");
if( p->uniforms[u_depth] == -1 ) p->uniforms[u_depth] = glGetUniformLocation(p->program, "iChannel1");
if( p->uniforms[u_channelres0x] == -1 ) p->uniforms[u_channelres0x] = glGetUniformLocation(p->program, "iChannelRes0x");
if( p->uniforms[u_channelres0y] == -1 ) p->uniforms[u_channelres0y] = glGetUniformLocation(p->program, "iChannelRes0y");
if( p->uniforms[u_channelres1x] == -1 ) p->uniforms[u_channelres1x] = glGetUniformLocation(p->program, "iChannelRes1x");
if( p->uniforms[u_channelres1y] == -1 ) p->uniforms[u_channelres1y] = glGetUniformLocation(p->program, "iChannelRes1y");
// set quad
glGenVertexArrays(1, &p->m.vao);
return array_count(fx->pass)-1;
}
bool postfx_enable(postfx *fx, int pass, bool enabled) {
if( pass < 0 || pass >= array_count(fx->pass) ) return false;
fx->pass[pass].enabled = enabled;
fx->enabled = !!array_count(fx->pass);
return fx->enabled;
}
bool postfx_enabled(postfx *fx, int pass) {
if( pass < 0 || pass >= array_count(fx->pass) ) return false;
return fx->pass[pass].enabled;
}
bool postfx_toggle(postfx *fx, int pass) {
if( pass < 0 || pass >= array_count(fx->pass) ) return false;
return postfx_enable(fx, pass, 1 ^ postfx_enabled(fx, pass));
}
void postfx_clear(postfx *fx) {
for (int i = 0; i < array_count(fx->pass); i++) {
fx->pass[i].enabled = 0;
}
fx->enabled = 0;
}
unsigned postfx_program(postfx *fx, int pass) {
if( pass < 0 || pass >= array_count(fx->pass) ) return 0;
return fx->pass[pass].program;
}
int ui_postfx(postfx *fx, int pass) {
if (pass < 0 || pass >= array_count(fx->pass)) return 0;
int on = ui_enabled();
( postfx_enabled(fx,pass) ? ui_enable : ui_disable )();
int rc = ui_shader(fx->pass[pass].program);
ui_separator();
int btn = ui_buttons(2, "Move up", "Move down");
if (btn == 1) {
postfx_order(fx, pass, fx->pass[pass].priority-1);
}
else if (btn == 2) {
postfx_order(fx, pass, fx->pass[pass].priority+1);
}
( on ? ui_enable : ui_disable )();
return rc;
}
static
int postfx_active_passes(postfx *fx) {
int num_passes = 0;
for (int i = 0; i < array_count(fx->pass); i++)
if (fx->pass[i].enabled)
++num_passes;
return num_passes;
}
bool postfx_begin(postfx *fx, int width, int height) {
// reset clear color: needed in case transparent window is being used (alpha != 0)
glClearColor(0,0,0,0); // @transparent
width += !width;
height += !height;
// resize if needed
if( fx->diffuse[0].w != width || fx->diffuse[0].h != height ) {
texture_destroy(&fx->diffuse[0]);
texture_destroy(&fx->diffuse[1]);
texture_destroy(&fx->depth[0]);
texture_destroy(&fx->depth[1]);
fbo_destroy(fx->fb[0]);
fbo_destroy(fx->fb[1]);
// create texture, set texture parameters and content
fx->diffuse[0] = texture_create(width, height, 4, NULL, TEXTURE_RGBA|TEXTURE_FLOAT);
fx->depth[0] = texture_create(width, height, 1, NULL, TEXTURE_DEPTH|TEXTURE_FLOAT);
fx->fb[0] = fbo(fx->diffuse[0].id, fx->depth[0].id, 0);
// create texture, set texture parameters and content
fx->diffuse[1] = texture_create(width, height, 4, NULL, TEXTURE_RGBA|TEXTURE_FLOAT);
fx->depth[1] = texture_create(width, height, 1, NULL, TEXTURE_DEPTH|TEXTURE_FLOAT);
fx->fb[1] = fbo(fx->diffuse[1].id, fx->depth[1].id, 0);
}
uint64_t num_active_passes = postfx_active_passes(fx);
bool active = fx->enabled && num_active_passes;
if( !active ) {
return false;
}
fbo_bind(fx->fb[1]);
viewport_clear(true, true);
viewport_clip(vec2(0,0), vec2(width, height));
fbo_unbind();
fbo_bind(fx->fb[0]);
viewport_clear(true, true);
viewport_clip(vec2(0,0), vec2(width, height));
// we keep fbo_0 bound so that user can render into it.
return true;
}
static renderstate_t postfx_rs;
bool postfx_end(postfx *fx) {
uint64_t num_active_passes = postfx_active_passes(fx);
bool active = fx->enabled && num_active_passes;
if( !active ) {
return false;
}
do_once {
postfx_rs = renderstate();
// disable depth test in 2d rendering
postfx_rs.depth_test_enabled = 0;
postfx_rs.cull_face_enabled = 0;
postfx_rs.blend_enabled = 1;
postfx_rs.blend_src = GL_ONE;
postfx_rs.blend_dst = GL_ONE_MINUS_SRC_ALPHA;
}
// unbind postfx fbo
fbo_unbind();
renderstate_apply(&postfx_rs);
int frame = 0;
float t = time_ms() / 1000.f;
float w = fx->diffuse[0].w;
float h = fx->diffuse[0].h;
float mx = input(MOUSE_X);
float my = input(MOUSE_Y);
for(int i = 0, e = array_count(fx->pass); i < e; ++i) {
passfx *pass = &fx->pass[i];
if( pass->enabled ) {
if( !pass->program ) { --num_active_passes; continue; }
glUseProgram(pass->program);
// bind texture to texture unit 0
// shader_texture_unit(fx->diffuse[frame], 0);
glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, fx->diffuse[frame].id);
glUniform1i(pass->uniforms[u_color], 0);
glUniform1f(pass->uniforms[u_channelres0x], fx->diffuse[frame].w);
glUniform1f(pass->uniforms[u_channelres0y], fx->diffuse[frame].h);
// bind depth to texture unit 1
// shader_texture_unit(fx->depth[frame], 1);
glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, fx->depth[frame].id);
glUniform1i(pass->uniforms[u_depth], 1);
// bind uniforms
static unsigned f = 0; ++f;
glUniform1f(pass->uniforms[u_time], t);
glUniform1f(pass->uniforms[u_frame], f-1);
glUniform1f(pass->uniforms[u_width], w);
glUniform1f(pass->uniforms[u_height], h);
glUniform1f(pass->uniforms[u_mousex], mx);
glUniform1f(pass->uniforms[u_mousey], my);
// bind the vao
int bound = --num_active_passes;
if (bound) fbo_bind(fx->fb[frame ^= 1]);
// fullscreen quad
glBindVertexArray(pass->m.vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindVertexArray(0);
if (bound) fbo_unbind();
}
}
glUseProgram(0);
// restore clear color: needed in case transparent window is being used (alpha != 0)
glClearColor(0,0,0,1); // @transparent
return true;
}
static postfx fx;
int fx_load_from_mem(const char *nameid, const char *content) {
do_once postfx_create(&fx, 0);
return postfx_load_from_mem(&fx, nameid, content);
}
int fx_load(const char *filemask) {
static set(char*) added = 0; do_once set_init_str(added);
for each_array( vfs_list(filemask), char*, list ) {
if( set_find(added, list) ) continue;
char *name = STRDUP(list); // @leak
set_insert(added, name);
(void)postfx_load_from_mem(&fx, file_name(name), vfs_read(name));
}
if( 1 )
for each_array( file_list(filemask), char*, list ) {
if( set_find(added, list) ) continue;
char *name = STRDUP(list); // @leak
set_insert(added, name);
(void)postfx_load_from_mem(&fx, file_name(name), file_read(name));
}
return 1;
}
void fx_begin() {
postfx_begin(&fx, window_width(), window_height());
}
void fx_begin_res(int w, int h) {
postfx_begin(&fx, w, h);
}
void fx_end() {
postfx_end(&fx);
}
int fx_enabled(int pass) {
return postfx_enabled(&fx, pass);
}
void fx_enable(int pass, int enabled) {
postfx_enable(&fx, pass, enabled);
}
void fx_enable_all(int enabled) {
for( int i = 0; i < array_count(fx.pass); ++i ) fx_enable(i, enabled);
}
char *fx_name(int pass) {
return postfx_name(&fx, pass);
}
int fx_find(const char *name) {
return postfx_find(&fx, name);
}
void fx_order(int pass, unsigned priority) {
postfx_order(&fx, pass, priority);
}
unsigned fx_program(int pass) {
return postfx_program(&fx, pass);
}
void fx_setparam(int pass, const char *name, float value) {
unsigned program = fx_program(pass);
if( !program ) return;
unsigned oldprogram = shader_bind(program);
shader_float(name, value);
shader_bind(oldprogram);
}
int ui_fx(int pass) {
return ui_postfx(&fx, pass);
}
int ui_fxs() {
if(!array_count(fx.pass)) return ui_label(ICON_MD_WARNING " No Post FXs with annotations loaded."), 0;
int changed = 0;
for( int i = 0; i < array_count(fx.pass); ++i ) {
char *name = fx_name(i); if( !name ) break;
bool b = fx_enabled(i);
if( ui_bool(name, &b) ) fx_enable(i, fx_enabled(i) ^ 1);
ui_fx(i);
ui_separator();
}
return changed;
}
// -----------------------------------------------------------------------------
// brdf
static texture_t brdf = {0};
static void brdf_load() {
// generate texture
unsigned tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, 512, 512, 0, GL_RG, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
brdf.id = tex;
brdf.w = 512;
brdf.h = 512;
// create program and generate BRDF LUT
unsigned lut_fbo = fbo(tex, 0, 0), rbo=0;
fbo_bind(lut_fbo);
static int program = -1, vao = -1;
if( program < 0 ) {
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
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const char* fs = vfs_read("shaders/brdf_lut.glsl");
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program = shader(vs, fs, "", "fragcolor", NULL);
glGenVertexArrays( 1, (GLuint*)&vao );
}
glDisable(GL_BLEND);
handle old_shader = last_shader;
glUseProgram( program );
glViewport(0, 0, 512, 512);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBindVertexArray( vao );
glDrawArrays( GL_TRIANGLES, 0, 6 );
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +2);
glBindVertexArray( 0 );
glUseProgram( last_shader );
fbo_unbind();
fbo_destroy(lut_fbo);
}
texture_t brdf_lut() {
do_once brdf_load();
return brdf;
}
// -----------------------------------------------------------------------------
// materials
bool colormap( colormap_t *cm, const char *texture_name, bool load_as_srgb ) {
if( !texture_name ) return false;
if( cm->texture ) {
texture_destroy(cm->texture);
FREE(cm->texture), cm->texture = NULL;
}
int srgb = load_as_srgb ? TEXTURE_SRGB : 0;
// int srgb = 0;
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int hdr = strendi(texture_name, ".hdr") ? TEXTURE_FLOAT|TEXTURE_RGBA : 0;
texture_t t = texture_compressed(texture_name, TEXTURE_LINEAR | TEXTURE_ANISOTROPY | TEXTURE_MIPMAPS | TEXTURE_REPEAT | hdr | srgb);
if( t.id == texture_checker().id ) {
cm->texture = NULL;
return false;
}
cm->texture = CALLOC(1, sizeof(texture_t));
*cm->texture = t;
return true;
}
// ----------------------------------------------------------------------------
// shadertoys
//
// @todo: multipass
// - https://www.shadertoy.com/view/Mst3Wr - la calanque
// - https://www.shadertoy.com/view/XsyGWV - sirenian dawn
// - https://www.shadertoy.com/view/Xst3zX - wordtoy
// - https://www.shadertoy.com/view/MddGzf - bricks game
// - https://www.shadertoy.com/view/Ms33WB - post process - ssao
// - https://www.shadertoy.com/view/Xds3zN
enum shadertoy_uniforms {
iFrame,
iTime,
iDate,
iGlobalTime,
iGlobalFrame,
iGlobalDelta,
iChannel0,
iChannel1,
iChannel2,
iChannel3,
iResolution,
iMouse,
iOffset,
iSampleRate,
iChannelResolution,
iChannelTime,
// iCameraScreen
// iCameraPosition
// iCameraActive
};
shadertoy_t shadertoy( const char *shaderfile, unsigned flags ) {
shadertoy_t s = {0};
s.flags = flags;
char *file = vfs_read(shaderfile);
if( !file ) return s;
glGenVertexArrays(1, &s.vao);
char *fs = stringf("%s%s", vfs_read("header_shadertoy.glsl"), file);
s.program = shader((flags&SHADERTOY_FLIP_Y) ? vfs_read("shaders/vs_shadertoy_flip.glsl") : vfs_read("shaders/vs_shadertoy.glsl"), fs, "", "fragColor", NULL);
FREE(fs);
if( strstr(file, "noise3.jpg"))
s.texture_channels[0] = texture("shadertoys/tex12.png", 0).id;
else
s.texture_channels[0] = texture("shadertoys/tex04.jpg", 0).id;
s.uniforms[iFrame] = glGetUniformLocation(s.program, "iFrame");
s.uniforms[iTime] = glGetUniformLocation(s.program, "iTime");
s.uniforms[iDate] = glGetUniformLocation(s.program, "iDate");
s.uniforms[iGlobalTime] = glGetUniformLocation(s.program, "iGlobalTime");
s.uniforms[iGlobalDelta] = glGetUniformLocation(s.program, "iGlobalDelta");
s.uniforms[iGlobalFrame] = glGetUniformLocation(s.program, "iGlobalFrame");
s.uniforms[iResolution] = glGetUniformLocation(s.program, "iResolution");
s.uniforms[iChannel0] = glGetUniformLocation(s.program, "iChannel0");
s.uniforms[iChannel1] = glGetUniformLocation(s.program, "iChannel1");
s.uniforms[iChannel2] = glGetUniformLocation(s.program, "iChannel2");
s.uniforms[iChannel3] = glGetUniformLocation(s.program, "iChannel3");
s.uniforms[iMouse] = glGetUniformLocation(s.program, "iMouse");
s.uniforms[iOffset] = glGetUniformLocation(s.program, "iOffset");
s.uniforms[iSampleRate] = glGetUniformLocation(s.program, "iSampleRate");
s.uniforms[iChannelResolution] = glGetUniformLocation(s.program, "iChannelResolution");
s.uniforms[iChannelTime] = glGetUniformLocation(s.program, "iChannelTime");
return s;
}
shadertoy_t* shadertoy_render(shadertoy_t *s, float delta) {
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int saved_vp[4];
glGetIntegerv(GL_VIEWPORT, saved_vp);
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if( s->program && s->vao ) {
if( s->dims.x && !(s->flags&SHADERTOY_IGNORE_FBO) && !texture_rec_begin(&s->tx, s->dims.x, s->dims.y) ) {
return s;
}
if(input_down(MOUSE_L) || input_down(MOUSE_R) ) s->mouse.z = input(MOUSE_X), s->mouse.w = -(window_height() - input(MOUSE_Y));
if(input(MOUSE_L) || input(MOUSE_R)) s->mouse.x = input(MOUSE_X), s->mouse.y = (window_height() - input(MOUSE_Y));
vec4 m = mul4(s->mouse, vec4(1,1,1-2*(!input(MOUSE_L) && !input(MOUSE_R)),1-2*(input_down(MOUSE_L) || input_down(MOUSE_R))));
time_t tmsec = time(0);
struct tm *tm = localtime(&tmsec);
s->t += delta * 1000;
glUseProgram(s->program);
glUniform1f(s->uniforms[iGlobalTime], s->t / 1000.f );
glUniform1f(s->uniforms[iGlobalFrame], s->frame++);
glUniform1f(s->uniforms[iGlobalDelta], delta / 1000.f );
glUniform2f(s->uniforms[iResolution], s->dims.x ? s->dims.x : window_width(), s->dims.y ? s->dims.y : window_height());
if (!(s->flags&SHADERTOY_IGNORE_MOUSE)) glUniform4f(s->uniforms[iMouse], m.x,m.y,m.z,m.w );
glUniform1i(s->uniforms[iFrame], (int)window_frame());
glUniform1f(s->uniforms[iTime], time_ss());
glUniform4f(s->uniforms[iDate], tm->tm_year, tm->tm_mon, tm->tm_mday, tm->tm_sec + tm->tm_min * 60 + tm->tm_hour * 3600);
int unit = 0;
for( int i = 0; i < 4; i++ ) {
if( s->texture_channels[i] ) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, s->texture_channels[i]);
glUniform1i(s->uniforms[iChannel0+i], unit);
unit++;
}
}
glViewport(0, 0, s->dims.x ? s->dims.x : window_width(), s->dims.y ? s->dims.y : window_height());
glBindVertexArray(s->vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
if(s->dims.x && !(s->flags&SHADERTOY_IGNORE_FBO)) texture_rec_end(&s->tx); // texture_rec
}
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glViewport(saved_vp[0], saved_vp[1], saved_vp[2], saved_vp[3]);
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return s;
}
// -----------------------------------------------------------------------------
// skeletal meshes (iqm)
#define IQM_MAGIC "INTERQUAKEMODEL"
#define IQM_VERSION 2
struct iqmheader {
char magic[16];
unsigned version;
unsigned filesize;
unsigned flags;
unsigned num_text, ofs_text;
unsigned num_meshes, ofs_meshes;
unsigned num_vertexarrays, num_vertexes, ofs_vertexarrays;
unsigned num_triangles, ofs_triangles, ofs_adjacency;
unsigned num_joints, ofs_joints;
unsigned num_poses, ofs_poses;
unsigned num_anims, ofs_anims;
unsigned num_frames, num_framechannels, ofs_frames, ofs_bounds;
unsigned num_comment, ofs_comment;
unsigned num_extensions, ofs_extensions;
};
struct iqmmesh {
unsigned name;
unsigned material;
unsigned first_vertex, num_vertexes;
unsigned first_triangle, num_triangles;
};
enum {
IQM_POSITION,
IQM_TEXCOORD,
IQM_NORMAL,
IQM_TANGENT,
IQM_BLENDINDEXES,
IQM_BLENDWEIGHTS,
IQM_COLOR,
IQM_CUSTOM = 0x10
};
enum {
IQM_BYTE,
IQM_UBYTE,
IQM_SHORT,
IQM_USHORT,
IQM_INT,
IQM_UINT,
IQM_HALF,
IQM_FLOAT,
IQM_DOUBLE,
};
struct iqmtriangle {
unsigned vertex[3];
};
struct iqmadjacency {
unsigned triangle[3];
};
struct iqmjoint {
unsigned name;
int parent;
float translate[3], rotate[4], scale[3];
};
struct iqmpose {
int parent;
unsigned mask;
float channeloffset[10];
float channelscale[10];
};
struct iqmanim {
unsigned name;
unsigned first_frame, num_frames;
float framerate;
unsigned flags;
};
enum {
IQM_LOOP = 1<<0
};
struct iqmvertexarray {
unsigned type;
unsigned flags;
unsigned format;
unsigned size;
unsigned offset;
};
struct iqmbounds {
union {
struct { float bbmin[3], bbmax[3]; };
struct { vec3 min3, max3; };
aabb box;
};
float xyradius, radius;
};
// -----------------------------------------------------------------------------
typedef struct iqm_vertex {
GLfloat position[3];
GLfloat texcoord[2];
GLfloat normal[3];
GLfloat tangent[4];
GLubyte blendindexes[4];
GLubyte blendweights[4];
GLfloat blendvertexindex;
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GLfloat color[4];
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GLfloat texcoord2[2];
} iqm_vertex;
typedef struct iqm_t {
int nummeshes, numtris, numverts, numjoints, numframes, numanims;
GLuint vao, ibo, vbo;
GLuint *textures;
uint8_t *buf, *meshdata, *animdata;
struct iqmmesh *meshes;
struct iqmjoint *joints;
struct iqmpose *poses;
struct iqmanim *anims;
struct iqmbounds *bounds;
mat34 *baseframe, *inversebaseframe, *outframe, *frames;
GLint bonematsoffset;
vec4 *colormaps;
} iqm_t;
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void model_set_texture(model_t *m, texture_t t) {
if(!m->iqm) return;
iqm_t *q = m->iqm;
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for( int i = 0; i < q->nummeshes; ++i) { // assume 1 texture per mesh
q->textures[i] = t.id;
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if (m->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture)
*m->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = t;
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}
}
//@fixme: some locations are invalid, find out why
#if 0
static
void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, mat44 model) { // @todo: cache uniform locs
if(!m.iqm) return;
iqm_t *q = m.iqm;
shader_bind(shader);
int loc;
//if( (loc = glGetUniformLocation(shader, "M")) >= 0 ) glUniformMatrix4fv( loc, 1, GL_FALSE/*GL_TRUE*/, m); // RIM
if( (loc = m.uniforms[MODEL_UNIFORM_MV]) >= 0 ) {
shader_mat44_(loc, mv);
}
if( (loc = m.uniforms[MODEL_UNIFORM_MVP]) >= 0 ) {
mat44 mvp; multiply44x2(mvp, proj, mv); // multiply44x3(mvp, proj, view, model);
shader_mat44_(loc, mvp);
}
if( (loc = m.uniforms[MODEL_UNIFORM_VP]) >= 0 ) {
mat44 vp; multiply44x2(vp, proj, view);
shader_mat44_(loc, vp);
}
if( (loc = m.uniforms[MODEL_UNIFORM_CAM_POS]) >= 0 ) {
vec3 pos = vec3(view[12], view[13], view[14]);
shader_vec3_(loc, pos);
}
if( (loc = m.uniforms[MODEL_UNIFORM_CAM_DIR]) >= 0 ) {
vec3 dir = norm3(vec3(view[2], view[6], view[10]));
shader_vec3_(loc, dir);
}
if( (loc = m.uniforms[MODEL_UNIFORM_BILLBOARD]) >= 0 ) {
shader_int_(loc, m.billboard);
}
if( (loc = m.uniforms[MODEL_UNIFORM_TEXLIT]) >= 0 ) {
shader_bool_(loc, (m.lightmap.w != 0));
}
if ((loc = m.uniforms[MODEL_UNIFORM_MODEL]) >= 0) {
shader_mat44_(loc, model);
}
if ((loc = m.uniforms[MODEL_UNIFORM_VIEW]) >= 0) {
shader_mat44_(loc, view);
}
if ((loc = m.uniforms[MODEL_UNIFORM_INV_VIEW]) >= 0) {
mat44 inv_view;
invert44(inv_view, view);
shader_mat44_(loc, inv_view);
}
if ((loc = m.uniforms[MODEL_UNIFORM_PROJ]) >= 0) {
shader_mat44_(loc, proj);
}
if( (loc = m.uniforms[MODEL_UNIFORM_SKINNED]) >= 0 ) shader_int_(loc, q->numanims ? GL_TRUE : GL_FALSE);
if( q->numanims )
if( (loc = m.uniforms[MODEL_UNIFORM_VS_BONE_MATRIX]) >= 0 ) glUniformMatrix3x4fv( loc, q->numjoints, GL_FALSE, q->outframe[0]);
if ((loc = m.uniforms[MODEL_UNIFORM_U_MATCAPS]) >= 0) {
shader_bool_(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
}
if (m.shading == SHADING_PBR) {
handle old_shader = last_shader;
shader_bind(shader);
shader_vec2_( m.uniforms[MODEL_UNIFORM_RESOLUTION], vec2(window_width(),window_height()));
bool has_tex_skysphere = m.sky_refl.id != texture_checker().id;
bool has_tex_skyenv = m.sky_env.id != texture_checker().id;
shader_bool_( m.uniforms[MODEL_UNIFORM_HAS_TEX_SKYSPHERE], has_tex_skysphere );
shader_bool_( m.uniforms[MODEL_UNIFORM_HAS_TEX_SKYENV], has_tex_skyenv );
if( has_tex_skysphere ) {
float mipCount = floor( log2( max(m.sky_refl.w, m.sky_refl.h) ) );
shader_texture_(m.uniforms[MODEL_UNIFORM_TEX_SKYSPHERE], m.sky_refl);
shader_float_( m.uniforms[MODEL_UNIFORM_SKYSPHERE_MIP_COUNT], mipCount );
}
if( has_tex_skyenv ) {
shader_texture_( m.uniforms[MODEL_UNIFORM_TEX_SKYENV], m.sky_env );
}
shader_texture_( m.uniforms[MODEL_UNIFORM_TEX_BRDF_LUT], brdf_lut() );
shader_uint_( m.uniforms[MODEL_UNIFORM_FRAME_COUNT], (unsigned)window_frame() );
shader_bind(old_shader);
}
}
#else
static
void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, mat44 model) { // @todo: cache uniform locs
if(!m.iqm) return;
iqm_t *q = m.iqm;
shader_bind(shader);
int loc;
//if( (loc = glGetUniformLocation(shader, "M")) >= 0 ) glUniformMatrix4fv( loc, 1, GL_FALSE/*GL_TRUE*/, m); // RIM
if( (loc = glGetUniformLocation(shader, "MV")) >= 0 ) {
glUniformMatrix4fv( loc, 1, GL_FALSE, mv);
}
else
if( (loc = glGetUniformLocation(shader, "u_mv")) >= 0 ) {
glUniformMatrix4fv( loc, 1, GL_FALSE, mv);
}
if( (loc = glGetUniformLocation(shader, "MVP")) >= 0 ) {
mat44 mvp; multiply44x2(mvp, proj, mv); // multiply44x3(mvp, proj, view, model);
glUniformMatrix4fv( loc, 1, GL_FALSE, mvp);
}
else
if( (loc = glGetUniformLocation(shader, "u_mvp")) >= 0 ) {
mat44 mvp; multiply44x2(mvp, proj, mv); // multiply44x3(mvp, proj, view, model);
glUniformMatrix4fv( loc, 1, GL_FALSE, mvp);
}
if( (loc = glGetUniformLocation(shader, "VP")) >= 0 ) {
mat44 vp; multiply44x2(vp, proj, view);
glUniformMatrix4fv( loc, 1, GL_FALSE, vp);
}
else
if( (loc = glGetUniformLocation(shader, "u_vp")) >= 0 ) {
mat44 vp; multiply44x2(vp, proj, view);
glUniformMatrix4fv( loc, 1, GL_FALSE, vp);
}
if( (loc = glGetUniformLocation(shader, "u_cam_pos")) >= 0 ) {
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vec3 pos = pos44(view);
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glUniform3fv( loc, 1, &pos.x );
}
else
if( (loc = glGetUniformLocation(shader, "cam_pos")) >= 0 ) {
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vec3 pos = pos44(view);
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glUniform3fv( loc, 1, &pos.x );
}
if( (loc = glGetUniformLocation(shader, "u_cam_dir")) >= 0 ) {
vec3 dir = norm3(vec3(view[2], view[6], view[10]));
glUniform3fv( loc, 1, &dir.x );
}
else
if( (loc = glGetUniformLocation(shader, "cam_dir")) >= 0 ) {
vec3 dir = norm3(vec3(view[2], view[6], view[10]));
glUniform3fv( loc, 1, &dir.x );
}
if( (loc = glGetUniformLocation(shader, "billboard")) >= 0 ) {
glUniform1i( loc, m.billboard );
}
else
if( (loc = glGetUniformLocation(shader, "u_billboard")) >= 0 ) {
glUniform1i( loc, m.billboard );
}
if( (loc = glGetUniformLocation(shader, "texlit")) >= 0 ) {
glUniform1i( loc, (m.lightmap.w != 0) );
}
else
if( (loc = glGetUniformLocation(shader, "u_texlit")) >= 0 ) {
glUniform1i( loc, (m.lightmap.w != 0) );
}
#if 0
// @todo: mat44 projview (useful?)
#endif
if ((loc = glGetUniformLocation(shader, "M")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, model);
}
else
if ((loc = glGetUniformLocation(shader, "model")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, model);
}
if ((loc = glGetUniformLocation(shader, "V")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
}
else
if ((loc = glGetUniformLocation(shader, "view")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, view);
}
if ((loc = glGetUniformLocation(shader, "inv_view")) >= 0) {
mat44 inv_view;
invert44( inv_view, view);
glUniformMatrix4fv(loc, 1, GL_FALSE, inv_view);
}
if ((loc = glGetUniformLocation(shader, "P")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
}
else
if ((loc = glGetUniformLocation(shader, "proj")) >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, proj);
}
if( (loc = glGetUniformLocation(shader, "SKINNED")) >= 0 ) glUniform1i( loc, q->numanims ? GL_TRUE : GL_FALSE);
if( q->numanims )
if( (loc = glGetUniformLocation(shader, "vsBoneMatrix")) >= 0 ) glUniformMatrix3x4fv( loc, q->numjoints, GL_FALSE, q->outframe[0]);
if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0) {
glUniform1i(loc, m.flags & MODEL_MATCAPS ? GL_TRUE:GL_FALSE);
}
if ((loc = glGetUniformLocation(shader, "frame_count")) >= 0) {
glUniform1i(loc, (unsigned)window_frame());
}
if ((loc = glGetUniformLocation(shader, "frame_time")) >= 0) {
glUniform1f(loc, (float)window_time());
}
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// shadow casting
if (shader == m.shadow_program) {
shadowmap_t *sm = active_shadowmap;
ASSERT(sm);
shader_mat44("cameraToShadowView", sm->V);
shader_mat44("cameraToShadowProjector", sm->PV);
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shader_int("shadow_technique", sm->shadow_technique);
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} else {
// shadow receiving
if (m.shadow_map && m.shadow_receiver) {
shader_bool("u_shadow_receiver", GL_TRUE);
for (int i = 0; i < MAX_LIGHTS; i++) {
shader_cubemap(va("shadowMap[%d]", i), m.shadow_map->maps[i].texture);
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
shader_texture_unit(va("shadowMap2D[%d]", i * NUM_SHADOW_CASCADES + j), m.shadow_map->maps[i].texture_2d[j], texture_unit());
shader_float(va("u_cascade_distances[%d]", i * NUM_SHADOW_CASCADES + j), m.shadow_map->maps[i].cascade_distances[j]);
}
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}
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}
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else if (m.shadow_map == NULL || !m.shadow_receiver) {
for (int i = 0; i < MAX_LIGHTS; i++) {
shader_cubemap(va("shadowMap[%d]", i), 0);
for (int j = 0; j < NUM_SHADOW_CASCADES; j++) {
shader_texture_unit(va("shadowMap2D[%d]", i * NUM_SHADOW_CASCADES + j), 0, texture_unit());
}
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}
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shader_bool("u_shadow_receiver", GL_FALSE);
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}
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}
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if (m.shading == SHADING_PBR) {
handle old_shader = last_shader;
shader_bind(shader);
shader_vec2( "resolution", vec2(window_width(),window_height()));
bool has_tex_skysphere = m.sky_refl.id != texture_checker().id;
bool has_tex_skyenv = m.sky_env.id != texture_checker().id;
shader_bool( "has_tex_skysphere", has_tex_skysphere );
shader_bool( "has_tex_skyenv", has_tex_skyenv );
if( has_tex_skysphere ) {
float mipCount = floor( log2( max(m.sky_refl.w, m.sky_refl.h) ) );
shader_texture("tex_skysphere", m.sky_refl);
shader_float( "skysphere_mip_count", mipCount );
}
if( has_tex_skyenv ) {
shader_texture( "tex_skyenv", m.sky_env );
}
shader_texture( "tex_brdf_lut", brdf_lut() );
shader_bind(old_shader);
}
}
#endif
static
void model_set_state(model_t m) {
if(!m.iqm) return;
iqm_t *q = m.iqm;
glBindVertexArray( q->vao );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, q->ibo);
glBindBuffer(GL_ARRAY_BUFFER, q->vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, position) );
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord) );
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, normal) );
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, tangent) );
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
// vertex color
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glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,color) );
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glEnableVertexAttribArray(11);
// lmap data
glVertexAttribPointer(12, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord2) );
glEnableVertexAttribArray(12);
// animation
if(q->numframes > 0) {
glVertexAttribPointer( 8, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendindexes) );
glVertexAttribPointer( 9, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendweights) );
glVertexAttribPointer(10, 1, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, blendvertexindex) );
glEnableVertexAttribArray(8);
glEnableVertexAttribArray(9);
glEnableVertexAttribArray(10);
}
// mat4 attribute; for instanced rendering
if( 1 ) {
unsigned vec4_size = sizeof(vec4);
unsigned mat4_size = sizeof(vec4) * 4;
// vertex buffer object
glBindBuffer(GL_ARRAY_BUFFER, m.vao_instanced);
glBufferData(GL_ARRAY_BUFFER, m.num_instances * mat4_size, m.instanced_matrices, GL_STREAM_DRAW);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(0 * vec4_size)));
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(1 * vec4_size)));
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(2 * vec4_size)));
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(3 * vec4_size)));
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
glEnableVertexAttribArray(7);
glVertexAttribDivisor(4, 1);
glVertexAttribDivisor(5, 1);
glVertexAttribDivisor(6, 1);
glVertexAttribDivisor(7, 1);
}
// 7 bitangent? into texcoord.z?
glBindVertexArray( 0 );
}
static
bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) {
if(q->meshdata) return false;
lil32p(&q->buf[hdr->ofs_vertexarrays], hdr->num_vertexarrays*sizeof(struct iqmvertexarray)/sizeof(uint32_t));
lil32p(&q->buf[hdr->ofs_triangles], hdr->num_triangles*sizeof(struct iqmtriangle)/sizeof(uint32_t));
lil32p(&q->buf[hdr->ofs_meshes], hdr->num_meshes*sizeof(struct iqmmesh)/sizeof(uint32_t));
lil32p(&q->buf[hdr->ofs_joints], hdr->num_joints*sizeof(struct iqmjoint)/sizeof(uint32_t));
q->meshdata = q->buf;
q->nummeshes = hdr->num_meshes;
q->numtris = hdr->num_triangles;
q->numverts = hdr->num_vertexes;
q->numjoints = hdr->num_joints;
q->outframe = CALLOC(hdr->num_joints, sizeof(mat34));
float *inposition = NULL, *innormal = NULL, *intangent = NULL, *intexcoord = NULL, *invertexindex = NULL;
uint8_t *inblendindex8 = NULL, *inblendweight8 = NULL;
int *inblendindexi = NULL; float *inblendweightf = NULL;
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float *invertexcolor = NULL;
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struct iqmvertexarray *vas = (struct iqmvertexarray *)&q->buf[hdr->ofs_vertexarrays];
for(int i = 0; i < (int)hdr->num_vertexarrays; i++) {
struct iqmvertexarray *va = &vas[i];
switch(va->type) {
default: continue; // return PANIC("unknown iqm vertex type (%d)", va->type), false;
break; case IQM_POSITION: ASSERT(va->format == IQM_FLOAT && va->size == 3); inposition = (float *)&q->buf[va->offset]; lil32pf(inposition, 3*hdr->num_vertexes);
break; case IQM_NORMAL: ASSERT(va->format == IQM_FLOAT && va->size == 3); innormal = (float *)&q->buf[va->offset]; lil32pf(innormal, 3*hdr->num_vertexes);
break; case IQM_TANGENT: ASSERT(va->format == IQM_FLOAT && va->size == 4); intangent = (float *)&q->buf[va->offset]; lil32pf(intangent, 4*hdr->num_vertexes);
break; case IQM_TEXCOORD: ASSERT(va->format == IQM_FLOAT && va->size == 2); intexcoord = (float *)&q->buf[va->offset]; lil32pf(intexcoord, 2*hdr->num_vertexes);
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break; case IQM_COLOR: ASSERT(va->size == 4); ASSERT(va->format == IQM_FLOAT); invertexcolor = (float *)&q->buf[va->offset];
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break; case IQM_BLENDINDEXES: ASSERT(va->size == 4); ASSERT(va->format == IQM_UBYTE || va->format == IQM_INT);
if(va->format == IQM_UBYTE) inblendindex8 = (uint8_t *)&q->buf[va->offset];
else inblendindexi = (int *)&q->buf[va->offset];
break; case IQM_BLENDWEIGHTS: ASSERT(va->size == 4); ASSERT(va->format == IQM_UBYTE || va->format == IQM_FLOAT);
if(va->format == IQM_UBYTE) inblendweight8 = (uint8_t *)&q->buf[va->offset];
else inblendweightf = (float *)&q->buf[va->offset];
invertexindex = (inblendweight8 ? (float*)(inblendweight8 + 4) : inblendweightf + 4 );
}
}
if (hdr->ofs_bounds) lil32p(q->buf + hdr->ofs_bounds, hdr->num_frames * sizeof(struct iqmbounds));
if (hdr->ofs_bounds) q->bounds = (struct iqmbounds *) &q->buf[hdr->ofs_bounds];
q->meshes = (struct iqmmesh *)&q->buf[hdr->ofs_meshes];
q->joints = (struct iqmjoint *)&q->buf[hdr->ofs_joints];
q->baseframe = CALLOC(hdr->num_joints, sizeof(mat34));
q->inversebaseframe = CALLOC(hdr->num_joints, sizeof(mat34));
for(int i = 0; i < (int)hdr->num_joints; i++) {
struct iqmjoint *j = &q->joints[i];
compose34(q->baseframe[i], ptr3(j->translate), normq(ptrq(j->rotate)), ptr3(j->scale));
invert34(q->inversebaseframe[i], q->baseframe[i]);
if(j->parent >= 0) {
multiply34x2(q->baseframe[i], q->baseframe[j->parent], q->baseframe[i]);
multiply34(q->inversebaseframe[i], q->inversebaseframe[j->parent]);
}
}
struct iqmtriangle *tris = (struct iqmtriangle *)&q->buf[hdr->ofs_triangles];
m->num_tris = hdr->num_triangles;
m->tris = (void*)tris;
glGenVertexArrays(1, &q->vao);
glBindVertexArray(q->vao);
if(!q->ibo) glGenBuffers(1, &q->ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, q->ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, hdr->num_triangles*sizeof(struct iqmtriangle), tris, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
iqm_vertex *verts = CALLOC(hdr->num_vertexes, sizeof(iqm_vertex));
for(int i = 0; i < (int)hdr->num_vertexes; i++) {
iqm_vertex *v = &verts[i];
if(inposition) memcpy(v->position, &inposition[i*3], sizeof(v->position));
if(innormal) memcpy(v->normal, &innormal[i*3], sizeof(v->normal));
if(intangent) memcpy(v->tangent, &intangent[i*4], sizeof(v->tangent));
if(intexcoord) {
memcpy(v->texcoord, &intexcoord[i*2], sizeof(v->texcoord));
memcpy(v->texcoord2, &intexcoord[i*2], sizeof(v->texcoord2)); // populate UV1 with the same value, used by lightmapper
}
if(inblendindex8) memcpy(v->blendindexes, &inblendindex8[i*4], sizeof(v->blendindexes));
if(inblendweight8) memcpy(v->blendweights, &inblendweight8[i*4], sizeof(v->blendweights));
if(inblendindexi) {
uint8_t conv[4] = { inblendindexi[i*4], inblendindexi[i*4+1], inblendindexi[i*4+2], inblendindexi[i*4+3] };
memcpy(v->blendindexes, conv, sizeof(v->blendindexes));
}
if(inblendweightf) {
uint8_t conv[4] = { inblendweightf[i*4] * 255, inblendweightf[i*4+1] * 255, inblendweightf[i*4+2] * 255, inblendweightf[i*4+3] * 255 };
memcpy(v->blendweights, conv, sizeof(v->blendweights));
}
if(invertexindex) {
float conv = i;
memcpy(&v->blendvertexindex, &conv, 4);
}
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if(invertexcolor) {
v->color[0] = invertexcolor[i*4+0];
v->color[1] = invertexcolor[i*4+1];
v->color[2] = invertexcolor[i*4+2];
v->color[3] = invertexcolor[i*4+3];
}
else {
v->color[0] = 1.0f;
v->color[1] = 1.0f;
v->color[2] = 1.0f;
v->color[3] = 1.0f;
}
/* handle vertex colors for parts of mesh that don't utilise it. */
if (v->color[0] + v->color[1] + v->color[2] + v->color[3] < 0.001f) {
v->color[0] = 1.0f;
v->color[1] = 1.0f;
v->color[2] = 1.0f;
v->color[3] = 1.0f;
}
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}
if(!q->vbo) glGenBuffers(1, &q->vbo);
glBindBuffer(GL_ARRAY_BUFFER, q->vbo);
glBufferData(GL_ARRAY_BUFFER, hdr->num_vertexes*sizeof(iqm_vertex), verts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
m->stride = sizeof(iqm_vertex);
#if 0
m->stride = 0;
if(inposition) m->stride += sizeof(verts[0].position);
if(innormal) m->stride += sizeof(verts[0].normal);
if(intangent) m->stride += sizeof(verts[0].tangent);
if(intexcoord) m->stride += sizeof(verts[0].texcoord);
if(inblendindex8) m->stride += sizeof(verts[0].blendindexes); // no index8? bug?
if(inblendweight8) m->stride += sizeof(verts[0].blendweights); // no weight8? bug?
if(inblendindexi) m->stride += sizeof(verts[0].blendindexes);
if(inblendweightf) m->stride += sizeof(verts[0].blendweights);
if(invertexcolor8) m->stride += sizeof(verts[0].color);
#endif
//for( int i = 0; i < 16; ++i ) printf("%.9g%s", ((float*)verts)[i], (i % 3) == 2 ? "\n" : ",");
m->verts = verts;
/*m->verts = 0; FREE(verts);*/
q->textures = CALLOC(hdr->num_meshes * 8, sizeof(GLuint));
q->colormaps = CALLOC(hdr->num_meshes * 8, sizeof(vec4));
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m->meshcenters = CALLOC(hdr->num_meshes, sizeof(vec3));
m->meshbounds = CALLOC(hdr->num_meshes, sizeof(aabb));
m->meshradii = CALLOC(hdr->num_meshes, sizeof(float));
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for(int i = 0; i < (int)hdr->num_meshes; i++) {
int invalid = texture_checker().id;
q->textures[i] = invalid;
struct iqmmesh *mesh = &q->meshes[i];
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#if 0
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GLfloat *pos = verts[q->meshes[i].first_vertex].position;
m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]);
#else
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int first_triangle = mesh->first_triangle;
int num_triangles = mesh->num_triangles;
int vertex_count = 0;
vec3 center = {0};
aabb box = {
.min = {FLT_MAX, FLT_MAX, FLT_MAX},
.max = {-FLT_MAX, -FLT_MAX, -FLT_MAX}
};
float max_distance_squared = 0.0f;
for (int j = first_triangle; j < num_triangles+first_triangle; ++j) {
struct iqmtriangle *tri = &tris[j];
// calculate mesh center
for (int k = 0; k < 3; ++k) {
iqm_vertex *v = &verts[tri->vertex[k]];
GLfloat *pos = v->position;
center.x += pos[0];
center.y += pos[1];
center.z += pos[2];
vertex_count++;
// Update AABB
box.min.x = fminf(box.min.x, pos[0]);
box.min.y = fminf(box.min.y, pos[1]);
box.min.z = fminf(box.min.z, pos[2]);
box.max.x = fmaxf(box.max.x, pos[0]);
box.max.y = fmaxf(box.max.y, pos[1]);
box.max.z = fmaxf(box.max.z, pos[2]);
}
}
if (vertex_count) {
center.x /= vertex_count;
center.y /= vertex_count;
center.z /= vertex_count;
}
// Compute bounding sphere radius
for (int j = first_triangle; j < num_triangles + first_triangle; ++j) {
struct iqmtriangle *tri = &tris[j];
for (int k = 0; k < 3; ++k) {
int vertex_index = tri->vertex[k];
GLfloat *pos = verts[vertex_index].position;
float dx = pos[0] - center.x;
float dy = pos[1] - center.y;
float dz = pos[2] - center.z;
float distance_squared = dx*dx + dy*dy + dz*dz;
max_distance_squared = fmaxf(max_distance_squared, distance_squared);
}
}
m->meshcenters[i] = center;
m->meshbounds[i] = box;
m->meshradii[i] = sqrtf(max_distance_squared);
#endif
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}
const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : "";
for(int i = 0; i < (int)hdr->num_meshes; i++) {
struct iqmmesh *m = &q->meshes[i];
PRINTF("loaded mesh: %s\n", &str[m->name]);
}
return true;
}
static
bool model_load_anims(iqm_t *q, const struct iqmheader *hdr) {
if((int)hdr->num_poses != q->numjoints) return false;
if(q->animdata) {
if(q->animdata != q->meshdata) FREE(q->animdata);
FREE(q->frames);
q->animdata = NULL;
q->anims = NULL;
q->frames = 0;
q->numframes = 0;
q->numanims = 0;
}
lil32p(&q->buf[hdr->ofs_poses], hdr->num_poses*sizeof(struct iqmpose)/sizeof(uint32_t));
lil32p(&q->buf[hdr->ofs_anims], hdr->num_anims*sizeof(struct iqmanim)/sizeof(uint32_t));
lil16p((uint16_t *)&q->buf[hdr->ofs_frames], hdr->num_frames*hdr->num_framechannels);
q->animdata = q->buf;
q->numanims = hdr->num_anims;
q->numframes = hdr->num_frames;
q->anims = (struct iqmanim *)&q->buf[hdr->ofs_anims];
q->poses = (struct iqmpose *)&q->buf[hdr->ofs_poses];
q->frames = CALLOC(hdr->num_frames * hdr->num_poses, sizeof(mat34));
uint16_t *framedata = (uint16_t *)&q->buf[hdr->ofs_frames];
for(int i = 0; i < (int)hdr->num_frames; i++) {
for(int j = 0; j < (int)hdr->num_poses; j++) {
struct iqmpose *p = &q->poses[j];
quat rotate;
vec3 translate, scale;
translate.x = p->channeloffset[0]; if(p->mask&0x01) translate.x += *framedata++ * p->channelscale[0];
translate.y = p->channeloffset[1]; if(p->mask&0x02) translate.y += *framedata++ * p->channelscale[1];
translate.z = p->channeloffset[2]; if(p->mask&0x04) translate.z += *framedata++ * p->channelscale[2];
rotate.x = p->channeloffset[3]; if(p->mask&0x08) rotate.x += *framedata++ * p->channelscale[3];
rotate.y = p->channeloffset[4]; if(p->mask&0x10) rotate.y += *framedata++ * p->channelscale[4];
rotate.z = p->channeloffset[5]; if(p->mask&0x20) rotate.z += *framedata++ * p->channelscale[5];
rotate.w = p->channeloffset[6]; if(p->mask&0x40) rotate.w += *framedata++ * p->channelscale[6];
scale.x = p->channeloffset[7]; if(p->mask&0x80) scale.x += *framedata++ * p->channelscale[7];
scale.y = p->channeloffset[8]; if(p->mask&0x100) scale.y += *framedata++ * p->channelscale[8];
scale.z = p->channeloffset[9]; if(p->mask&0x200) scale.z += *framedata++ * p->channelscale[9];
// Concatenate each pose with the inverse base pose to avoid doing this at animation time.
// If the joint has a parent, then it needs to be pre-concatenated with its parent's base pose.
// Thus it all negates at animation time like so:
// (parentPose * parentInverseBasePose) * (parentBasePose * childPose * childInverseBasePose) =>
// parentPose * (parentInverseBasePose * parentBasePose) * childPose * childInverseBasePose =>
// parentPose * childPose * childInverseBasePose
mat34 m; compose34(m, translate, normq(rotate), scale);
if(p->parent >= 0) multiply34x3(q->frames[i*hdr->num_poses + j], q->baseframe[p->parent], m, q->inversebaseframe[j]);
else multiply34x2(q->frames[i*hdr->num_poses + j], m, q->inversebaseframe[j]);
}
}
// const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : "";
// for(int i = 0; i < (int)hdr->num_anims; i++) {
// struct iqmanim *a = &anims[i];
// PRINTF("loaded anim[%d]: %s\n", i, &str[a->name]);
// }
return true;
}
// prevents crash on osx when strcpy'ing non __restrict arguments
static char* strcpy_safe(char *d, const char *s) {
sprintf(d, "%s", s);
return d;
}
static
void model_load_pbr_layer(material_layer_t *layer, const char *texname, bool load_as_srgb) {
strcpy_safe(layer->texname, texname);
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colormap(&layer->map, texname, load_as_srgb);
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}
static
void model_load_pbr(material_t *mt) {
// initialise default colors
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mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,1.0);
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mt->layer[MATERIAL_CHANNEL_NORMALS].map.color = vec4(0,0,0,0);
mt->layer[MATERIAL_CHANNEL_SPECULAR].map.color = vec4(0,0,0,0);
mt->layer[MATERIAL_CHANNEL_SPECULAR].value = 1.0f; // specular_shininess
mt->layer[MATERIAL_CHANNEL_ALBEDO].map.color = vec4(0.5,0.5,0.5,1.0);
mt->layer[MATERIAL_CHANNEL_ROUGHNESS].map.color = vec4(1,1,1,1);
mt->layer[MATERIAL_CHANNEL_METALLIC].map.color = vec4(0,0,0,0);
mt->layer[MATERIAL_CHANNEL_AO].map.color = vec4(1,1,1,1);
mt->layer[MATERIAL_CHANNEL_AMBIENT].map.color = vec4(0,0,0,1);
mt->layer[MATERIAL_CHANNEL_EMISSIVE].map.color = vec4(0,0,0,0);
// load colormaps
array(char*) tokens = strsplit(mt->name, "+");
for( int j = 0, end = array_count(tokens); j < end; ++j ) {
char *t = tokens[j];
if( strstri(t, "_D.") || strstri(t, "Diffuse") || strstri(t, "BaseColor") || strstri(t, "Base_Color") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_DIFFUSE], t, 1);
if( strstri(t, "_N.") || strstri(t, "Normal") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_NORMALS], t, 0);
if( strstri(t, "_S.") || strstri(t, "Specular") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_SPECULAR], t, 0);
if( strstri(t, "_A.") || strstri(t, "Albedo") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ALBEDO], t, 1); // 0?
if( strstri(t, "Roughness") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ROUGHNESS], t, 0);
if( strstri(t, "_MR.")|| strstri(t, "MetallicRoughness") || strstri(t, "OcclusionRoughnessMetallic") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ROUGHNESS], t, 0);
else
if( strstri(t, "_M.") || strstri(t, "Metallic") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_METALLIC], t, 0);
//if( strstri(t, "_S.") || strstri(t, "Shininess") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ROUGHNESS], t, 0);
//if( strstri(t, "_A.") || strstri(t, "Ambient") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_AMBIENT], t, 0);
if( strstri(t, "_E.") || strstri(t, "Emissive") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_EMISSIVE], t, 1);
if( strstri(t, "_AO.") || strstri(t, "AO") || strstri(t, "Occlusion") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_AO], t, 0);
}
}
static
bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model, int _flags) {
q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh
q->colormaps = q->colormaps ? q->colormaps : CALLOC(hdr->num_meshes * 8, sizeof(vec4)); // up to 8 colormaps per mesh
GLuint *out = q->textures;
const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : "";
for(int i = 0; i < (int)hdr->num_meshes; i++) {
struct iqmmesh *m = &q->meshes[i];
// reuse texture+material if already decoded
bool reused = 0;
for( int j = 0; !reused && j < model->num_textures; ++j ) {
if( !strcmpi(model->texture_names[j], &str[m->material])) {
*out++ = model->materials[j].layer[0].map.texture->id;
{
model->num_textures++;
array_push(model->texture_names, STRDUP(&str[m->material]));
array_push(model->materials, model->materials[j]);
array_back(model->materials)->name = STRDUP(&str[m->material]);
}
reused = true;
}
}
if( reused ) continue;
// decode texture+material
int flags = TEXTURE_MIPMAPS|TEXTURE_REPEAT|TEXTURE_ANISOTROPY; // LINEAR, NEAREST
if (!(_flags & MODEL_NO_FILTERING))
flags |= TEXTURE_LINEAR;
int invalid = texture_checker().id;
#if 1
char *material_embedded_texture = strstr(&str[m->material], "+b64:");
if( material_embedded_texture ) {
*material_embedded_texture = '\0';
material_embedded_texture += 5;
array(char) embedded_texture = base64_decode(material_embedded_texture, strlen(material_embedded_texture));
//printf("%s %d\n", material_embedded_texture, array_count(embedded_texture));
//hexdump(embedded_texture, array_count(embedded_texture));
*out = texture_compressed_from_mem( embedded_texture, array_count(embedded_texture), flags ).id;
array_free(embedded_texture);
}
char* material_color_hex = strstr(&str[m->material], "+$");
vec4 material_color = vec4(1,1,1,1);
if( material_color_hex ) {
*material_color_hex = '\0';
material_color_hex += 2;
material_color.r = ((material_color_hex[0] >= 'a') ? material_color_hex[0] - 'a' + 10 : material_color_hex[0] - '0') / 15.f;
material_color.g = ((material_color_hex[1] >= 'a') ? material_color_hex[1] - 'a' + 10 : material_color_hex[1] - '0') / 15.f;
material_color.b = ((material_color_hex[2] >= 'a') ? material_color_hex[2] - 'a' + 10 : material_color_hex[2] - '0') / 15.f;
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material_color.a = ((material_color_hex[3] >= 'a') ? material_color_hex[3] - 'a' + 10 : material_color_hex[3] - '0') / 15.f;
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#if 0 // not enabled because of some .obj files like suzanne, with color_hex=9990 found
if(material_color_hex[3])
material_color.a = ((material_color_hex[3] >= 'a') ? material_color_hex[3] - 'a' + 10 : material_color_hex[3] - '0') / 15.f;
else
#endif
}
if( !material_embedded_texture ) {
char* material_name;
// remove any material+name from materials (.fbx)
// try left token first
if( 1 ) {
material_name = va("%s", &str[m->material]);
char* plus = strrchr(material_name, '+');
if (plus) { strcpy_safe(plus, file_ext(material_name)); }
*out = texture_compressed(material_name, flags).id;
}
// else try right token
if (*out == invalid) {
material_name = file_normalize( va("%s", &str[m->material]) );
char* plus = strrchr(material_name, '+'), *slash = strrchr(material_name, '/');
if (plus) {
strcpy_safe(slash ? slash + 1 : material_name, plus + 1);
*out = texture_compressed(material_name, flags).id;
}
}
// else last resort
if (*out == invalid) {
*out = texture_compressed(material_name, flags).id; // needed?
}
}
if( *out != invalid) {
PRINTF("loaded material[%d]: %s\n", i, &str[m->material]);
} else {
PRINTF("warn: material[%d] not found: %s\n", i, &str[m->material]);
PRINTF("warn: using placeholder material[%d]=texture_checker\n", i);
*out = texture_checker().id; // placeholder
}
inscribe_tex:;
{
model->num_textures++;
array_push(model->texture_names, STRDUP(&str[m->material]));
material_t mt = {0};
mt.name = STRDUP(&str[m->material]);
// initialise basic texture layer
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++;
array_push(model->materials, mt);
}
#else
material_t mt = {0};
mt.name = STRDUP(&str[m->material]);
array(char*) tokens = strsplit(&str[m->material], "+");
for each_array(tokens, char*, it) {
*out = texture(it, flags).id;
if( *out == invalid ) {
PRINTF("warn: material[%d] not found: %s\n", i, it);
} else {
PRINTF("loaded material[%d]: %s\n", i, it);
mt.layer[mt.count++].texture = *out;
++out;
}
}
// if no materials were loaded, try to signal a checkered placeholder
if( out == textures ) {
PRINTF("warn: using placeholder material[%d]=texture_checker\n", i);
*out++ = invalid;
}
int count = (int)(intptr_t)(out - textures);
model->num_textures += count;
array_push(model->texture_names, STRDUP(&str[m->material]));
array_push(model->materials, mt);
#endif
}
if( array_count(model->materials) == 0 ) {
material_t mt = {0};
mt.name = "placeholder";
mt.layer[0].map.color = vec4(1,1,1,1);
mt.layer[0].map.texture = CALLOC(1, sizeof(texture_t));
mt.layer[0].map.texture->id = texture_checker().id;
array_push(model->materials, mt);
}
return true;
}
static
void model_set_renderstates(model_t *m) {
for (int i = 0; i<NUM_RENDER_PASSES; ++i) {
m->rs[i] = renderstate();
}
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// Opaque pass
renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE];
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{
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#if 1 // @todo: we should keep blend_enabled=0, however our transparency detection still needs work
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opaque_rs->blend_enabled = 0;
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#else
opaque_rs->blend_enabled = 1;
opaque_rs->blend_src = GL_SRC_ALPHA;
opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
#endif
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opaque_rs->cull_face_mode = GL_BACK;
opaque_rs->front_face = GL_CW;
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}
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// Transparent pass
renderstate_t *transparent_rs = &m->rs[RENDER_PASS_TRANSPARENT];
{
transparent_rs->blend_enabled = 1;
transparent_rs->blend_src = GL_SRC_ALPHA;
transparent_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
transparent_rs->cull_face_mode = GL_BACK;
transparent_rs->front_face = GL_CW;
}
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// Shadow pass
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renderstate_t *csm_shadow_rs = &m->rs[RENDER_PASS_SHADOW_CSM];
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{
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csm_shadow_rs->blend_enabled = 1;
csm_shadow_rs->blend_src = GL_SRC_ALPHA;
csm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
csm_shadow_rs->depth_test_enabled = true;
csm_shadow_rs->depth_write_enabled = true;
csm_shadow_rs->cull_face_enabled = 1;
csm_shadow_rs->cull_face_mode = GL_BACK;
csm_shadow_rs->front_face = GL_CW;
csm_shadow_rs->depth_clamp_enabled = 1;
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}
renderstate_t *vsm_shadow_rs = &m->rs[RENDER_PASS_SHADOW_VSM];
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{
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vsm_shadow_rs->blend_enabled = 1;
vsm_shadow_rs->blend_src = GL_SRC_ALPHA;
vsm_shadow_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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vsm_shadow_rs->depth_test_enabled = true;
vsm_shadow_rs->depth_write_enabled = true;
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vsm_shadow_rs->cull_face_enabled = 1;
vsm_shadow_rs->cull_face_mode = GL_BACK;
vsm_shadow_rs->front_face = GL_CW;
vsm_shadow_rs->depth_clamp_enabled = 1;
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}
// Lightmap pass
renderstate_t *lightmap_rs = &m->rs[RENDER_PASS_LIGHTMAP];
{
lightmap_rs->blend_enabled = 0;
lightmap_rs->cull_face_enabled = 0;
lightmap_rs->front_face = GL_CW;
}
}
model_t model_from_mem(const void *mem, int len, int flags) {
model_t m = {0};
m.stored_flags = flags;
m.shading = SHADING_PHONG;
model_set_renderstates(&m);
const char *ptr = (const char *)mem;
iqm_t *q = CALLOC(1, sizeof(iqm_t));
int error = 1;
if( ptr && len ) {
struct iqmheader hdr; memcpy(&hdr, ptr, sizeof(hdr)); ptr += sizeof(hdr);
if( !memcmp(hdr.magic, IQM_MAGIC, sizeof(hdr.magic))) {
lil32p(&hdr.version, (sizeof(hdr) - sizeof(hdr.magic))/sizeof(uint32_t));
if(hdr.version == IQM_VERSION) {
q->buf = CALLOC(hdr.filesize, sizeof(uint8_t));
memcpy(q->buf + sizeof(hdr), ptr, hdr.filesize - sizeof(hdr));
error = 0;
if( hdr.num_meshes > 0 && !(flags & MODEL_NO_MESHES) ) error |= !model_load_meshes(q, &hdr, &m);
if( hdr.num_meshes > 0 && !(flags & MODEL_NO_TEXTURES) ) error |= !model_load_textures(q, &hdr, &m, flags);
else {
// setup fallback
material_t mt = {0};
mt.name = "placeholder";
mt.layer[0].map.color = vec4(1,1,1,1);
mt.layer[0].map.texture = CALLOC(1, sizeof(texture_t));
mt.layer[0].map.texture->id = texture_checker().id;
array_push(m.materials, mt);
}
if( hdr.num_anims > 0 && !(flags & MODEL_NO_ANIMATIONS) ) error |= !model_load_anims(q, &hdr);
if( q->buf != q->meshdata && q->buf != q->animdata ) FREE(q->buf);
}
}
}
if( error ) {
PRINTF("Error: cannot load %s", "model");
FREE(q), q = 0;
} else {
m.vao = q->vao;
m.ibo = q->ibo;
m.vbo = q->vbo;
m.num_verts = q->numverts;
// m.boxes = bounds; // <@todo
m.num_meshes = q->nummeshes;
m.num_triangles = q->numtris;
m.num_joints = q->numjoints;
//m.num_poses = numposes;
m.num_anims = q->numanims;
m.num_frames = q->numframes;
m.iqm = q;
m.curframe = model_animate(m, 0);
//m.num_textures = q->nummeshes; // assume 1 texture only per mesh
m.textures = (q->textures);
m.flags = flags;
id44(m.pivot);
m.num_instances = 0;
m.instanced_matrices = m.pivot;
glGenBuffers(1, &m.vao_instanced);
model_set_state(m);
model_shading(&m, (flags & MODEL_PBR) ? SHADING_PBR : SHADING_PHONG);
}
return m;
}
model_t model(const char *filename, int flags) {
int len; // vfs_pushd(filedir(filename))
char *ptr = vfs_load(filename, &len); // + vfs_popd
return model_from_mem( ptr, len, flags );
}
bool model_get_bone_pose(model_t m, unsigned joint, mat34 *out) {
if(!m.iqm) return false;
iqm_t *q = m.iqm;
if(joint >= q->numjoints) return false;
multiply34x2(*out, q->outframe[joint], q->baseframe[joint]);
return true;
}
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bool model_get_bone_position(model_t m, unsigned joint, mat44 M, vec3 *out) {
if(!m.iqm) return false;
iqm_t *q = m.iqm;
mat34 f;
if (!model_get_bone_pose(m, joint, &f)) return false;
vec3 pos = vec3(f[3],f[7],f[11]);
pos = transform344(M, pos);
*out = pos;
return true;
}
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anim_t clip(float minframe, float maxframe, float blendtime, unsigned flags) {
return ((anim_t){minframe, maxframe, blendtime, flags, 1e6});
}
anim_t loop(float minframe, float maxframe, float blendtime, unsigned flags) {
return clip(minframe, maxframe, blendtime, flags | ANIM_LOOP);
}
array(anim_t) animlist(const char *pathfile) {
anim_t *animlist = 0;
char *anim_file = vfs_read(strendi(pathfile,".txt") ? pathfile : va("%s@animlist.txt", pathfile));
if( anim_file ) {
// deserialize anim
for each_substring(anim_file, "\r\n", anim) {
int from, to;
char anim_name[128] = {0};
if( sscanf(anim, "%*s %d-%d %127[^\r\n]", &from, &to, anim_name) != 3) continue;
array_push(animlist, !!strstri(anim_name, "loop") || !strcmpi(anim_name, "idle") ? loop(from, to, 0, 0) : clip(from, to, 0, 0)); // [from,to,flags]
array_back(animlist)->name = strswap(strswap(strswap(STRDUP(anim_name), "Loop", ""), "loop", ""), "()", ""); // @leak
}
} else {
// placeholder
array_push(animlist, clip(0,1,0,0));
array_back(animlist)->name = STRDUP("Error"); // @leak
}
return animlist;
}
static
void anim_tick(anim_t *p, bool is_primary, float delta) { // delta can be negative (reverses anim)
if( !is_primary ) p->active = 0;
if( is_primary && !p->active ) {
p->active = 1;
p->timer = 0;
p->alpha = 0;
if( p->flags & ANIM_DONT_RESET_AFTER_USE ) {} else p->curframe = 1e6;
}
p->alpha = 1 - ease(p->timer / p->blendtime, p->easing);
p->timer += window_delta();
p->curframe += delta;
if(p->curframe < p->from || p->curframe > p->to ) p->curframe = delta >= 0 ? p->from : p->to;
p->pose = pose(delta >= 0, p->curframe, p->from, p->to, p->flags & ANIM_LOOP, NULL);
}
float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta) {
if(!m.iqm) return -1;
iqm_t *q = m.iqm;
anim_tick(primary, 1, delta);
anim_tick(secondary, 0, delta);
float alpha = primary->alpha;
// if( alpha <= 0 ) return model_animate(m, primary.pose.x);
// if( alpha >= 1 ) return model_animate(m, secondary.pose.x);
unsigned frame1 = primary->pose.x;
unsigned frame2 = primary->pose.y;
float alphaA = primary->pose.z;
unsigned frame3 = secondary->pose.x;
unsigned frame4 = secondary->pose.y;
float alphaB = secondary->pose.z;
mat34 *mat1 = &q->frames[frame1 * q->numjoints];
mat34 *mat2 = &q->frames[frame2 * q->numjoints];
mat34 *mat3 = &q->frames[frame3 * q->numjoints];
mat34 *mat4 = &q->frames[frame4 * q->numjoints];
for(int i = 0; i < q->numjoints; i++) {
mat34 matA, matB, matF;
lerp34(matA, mat1[i], mat2[i], alphaA);
lerp34(matB, mat3[i], mat4[i], alphaB);
lerp34(matF, matA, matB, alpha );
if(q->joints[i].parent >= 0) multiply34x2(q->outframe[i], q->outframe[q->joints[i].parent], matF);
else copy34(q->outframe[i], matF);
}
return frame1 + alpha;
}
vec3 pose(bool forward_time, float curframe, int minframe, int maxframe, bool loop, float *retframe) {
float offset = curframe - (int)curframe;
#if 1
int frame1 = (int)curframe;
int frame2 = frame1 + (forward_time ? 1 : -1);
#else
float frame1 = curframe;
float frame2 = curframe + (forward_time ? 1 : -1);
#endif
if( loop ) {
int distance = maxframe - minframe;
frame1 = fmod(frame1 - minframe, distance) + minframe; // frame1 >= maxframe ? minframe : frame1 < minframe ? maxframe - clampf(minframe - frame1, 0, distance) : frame1;
frame2 = fmod(frame2 - minframe, distance) + minframe; // frame2 >= maxframe ? minframe : frame2 < minframe ? maxframe - clampf(minframe - frame2, 0, distance) : frame2;
if(retframe) *retframe = fmod(frame1 + offset - minframe, distance) + minframe;
} else {
frame1 = clampf(frame1, minframe, maxframe);
frame2 = clampf(frame2, minframe, maxframe);
if(retframe) *retframe = clampf(frame1 + offset, minframe, maxframe);
}
return vec3(frame1 + (offset > 0 && offset < 1 ? offset : 0),frame2,offset);
}
float model_animate_clip(model_t m, float curframe, int minframe, int maxframe, bool loop) {
if(!m.iqm) return -1;
iqm_t *q = m.iqm;
float retframe = -1;
if( q->numframes > 0 ) {
vec3 p = pose(curframe >= m.curframe, curframe, minframe, maxframe, loop, &retframe);
int frame1 = p.x;
int frame2 = p.y;
float offset = p.z;
mat34 *mat1 = &q->frames[frame1 * q->numjoints];
mat34 *mat2 = &q->frames[frame2 * q->numjoints];
// @todo: add animation blending and inter-frame blending here
for(int i = 0; i < q->numjoints; i++) {
mat34 mat; lerp34(mat, mat1[i], mat2[i], offset);
if(q->joints[i].parent >= 0) multiply34x2(q->outframe[i], q->outframe[q->joints[i].parent], mat);
else copy34(q->outframe[i], mat);
}
}
return retframe;
}
void model_render_skeleton(model_t m, mat44 M) {
if(!m.iqm) return;
iqm_t *q = m.iqm;
if(!q->numjoints) return;
ddraw_ontop_push(true);
ddraw_color_push(RED);
for( int joint = 0; joint < q->numjoints; joint++ ) {
if( q->joints[joint].parent < 0) continue;
// bone space...
mat34 f;
model_get_bone_pose(m, joint, &f);
vec3 pos = vec3(f[3],f[7],f[11]);
model_get_bone_pose(m, q->joints[joint].parent, &f);
vec3 src = vec3(f[3],f[7],f[11]);
// ...to model space
src = transform344(M, src);
pos = transform344(M, pos);
// red line
ddraw_color(RED);
// ddraw_line(src, pos);
ddraw_bone(src, pos);
// green dot
ddraw_color(GREEN);
ddraw_point(pos);
// yellow text
ddraw_color(YELLOW);
ddraw_text(pos, 0.005, va("%d", joint));
}
ddraw_color_pop();
ddraw_ontop_pop();
}
float model_animate(model_t m, float curframe) {
if(!m.iqm) return -1;
iqm_t *q = m.iqm;
return model_animate_clip(m, curframe, 0, q->numframes-1, true);
}
// @fixme: store uniform handles into model_t/colormap_t and rely on those directly
static inline
void shader_colormap_model_internal(const char *col_name, const char *bool_name, const char *tex_name, colormap_t c ) {
// assumes shader uses `struct { vec4 color; bool has_tex } name + sampler2D name_tex;`
shader_vec4( col_name, c.color );
shader_bool( bool_name, c.texture != NULL );
if( c.texture ) shader_texture( tex_name, *c.texture );
}
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typedef struct drawcall_t {
int mesh;
union {
uint64_t order;
struct {
uint32_t tex;
float distance;
};
};
} drawcall_t;
static
int drawcall_compare(const void *a, const void *b) {
const drawcall_t *da = a, *db = b;
return da->order < db->order ? 1 : da->order > db->order ? -1 : 0;
}
bool model_has_transparency_mesh(model_t m, int mesh) {
if(!m.iqm) return false;
iqm_t *q = m.iqm;
if (m.flags & MODEL_TRANSPARENT) {
return true;
}
if (m.materials[mesh].layer[0].map.color.a < 1 || (m.materials[mesh].layer[0].map.texture && m.materials[mesh].layer[0].map.texture->transparent)) {
return true;
}
if (m.shading == SHADING_PBR && (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[mesh].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){
return true;
}
return false;
}
bool model_has_transparency(model_t m) {
if(!m.iqm) return false;
iqm_t *q = m.iqm;
for (int i = 0; i < q->nummeshes; i++) {
if (model_has_transparency_mesh(m, i)) {
return true;
}
}
return false;
}
void model_set_frustum(model_t *m, frustum f) {
m->frustum_enabled = 1;
m->frustum_state = f;
}
void model_clear_frustum(model_t *m) {
m->frustum_enabled = 0;
}
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static inline
bool model_is_visible(model_t m, int mesh, mat44 model_mat) {
if(!m.iqm) return false;
if(!m.frustum_enabled) return true;
sphere s; s.c = transform344(model_mat, m.meshcenters[mesh]); s.r = m.meshradii[mesh];
if (!frustum_test_sphere(m.frustum_state, s)) {
return false;
}
aabb box = m.meshbounds[mesh];
box.min = transform344(model_mat, box.min);
box.max = transform344(model_mat, box.max);
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#if 0
// ddraw_sphere(s.c, s.r);
ddraw_aabb(box.min, box.max);
ddraw_position(s.c, 3.0f);
#endif
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if (!frustum_test_aabb(m.frustum_state, box)) {
return false;
}
return true;
}
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static
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void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) {
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if(!m.iqm) return;
iqm_t *q = m.iqm;
handle old_shader = last_shader;
shader_bind(shader);
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int rs_idx = model_getpass();
renderstate_t *rs = &m.rs[rs_idx];
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renderstate_apply(rs);
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glBindVertexArray( q->vao );
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static array(int) required_rs = 0;
array_resize(required_rs, q->nummeshes);
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for(int i = 0; i < q->nummeshes; i++) {
struct iqmmesh *im = &q->meshes[i];
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required_rs[i] = rs_idx;
if (required_rs[i] < RENDER_PASS_OVERRIDES_BEGIN) {
if (model_has_transparency_mesh(m, i)) {
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required_rs[i] = RENDER_PASS_TRANSPARENT;
}
}
}
static array(drawcall_t) drawcalls = 0;
array_resize(drawcalls, 0);
if (rs_idx > RENDER_PASS_OVERRIDES_BEGIN) {
for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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array_push(drawcalls, (drawcall_t){i, -1});
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}
} else {
if(pass == -1 || pass == RENDER_PASS_OPAQUE) {
for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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// collect opaque drawcalls
if (required_rs[i] == RENDER_PASS_OPAQUE) {
drawcall_t call;
call.mesh = i;
call.tex = m.textures[i];
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call.distance = -1;
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if (m.shading == SHADING_PBR)
call.tex = m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->id : m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id : texture_checker().id;
array_push(drawcalls, call);
}
}
}
if(pass == -1 || pass == RENDER_PASS_TRANSPARENT) {
for(int i = 0; i < q->nummeshes; i++) {
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if (!model_is_visible(m, i, model_mat)) continue;
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// collect transparent drawcalls
if (required_rs[i] == RENDER_PASS_TRANSPARENT) {
drawcall_t call;
call.mesh = i;
call.tex = m.textures[i];
// calculate distance from camera
// @todo: improve me, uses first mesh triangle
{
call.distance = len3sq(sub3(cam_pos, transform344(model_mat, m.meshcenters[i])));
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}
if (m.shading == SHADING_PBR)
call.tex = m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->id : m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture ? m.materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id : texture_checker().id;
array_push(drawcalls, call);
}
}
}
}
// sort drawcalls by order
array_sort(drawcalls, drawcall_compare);
struct iqmtriangle *tris = NULL;
for(int di = 0; di < array_count(drawcalls); di++) {
int i = drawcalls[di].mesh;
struct iqmmesh *im = &q->meshes[i];
if (pass != -1 && pass != required_rs[i]) continue;
if (rs_idx != required_rs[i]) {
rs_idx = required_rs[i];
rs = &m.rs[rs_idx];
renderstate_apply(rs);
}
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if (rs_idx < RENDER_PASS_SHADOW_BEGIN || rs_idx > RENDER_PASS_SHADOW_END) {
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if (m.shading != SHADING_PBR) {
shader_texture_unit("u_texture2d", q->textures[i], texture_unit());
shader_texture("u_lightmap", m.lightmap);
int loc;
if ((loc = glGetUniformLocation(shader, "u_textured")) >= 0) {
bool textured = !!q->textures[i] && q->textures[i] != texture_checker().id; // m.materials[i].layer[0].texture != texture_checker().id;
glUniform1i(loc, textured ? GL_TRUE : GL_FALSE);
if ((loc = glGetUniformLocation(shader, "u_diffuse")) >= 0) {
glUniform4f(loc, m.materials[i].layer[0].map.color.r, m.materials[i].layer[0].map.color.g, m.materials[i].layer[0].map.color.b, m.materials[i].layer[0].map.color.a);
}
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}
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} else {
const material_t *material = &m.materials[i];
shader_colormap_model_internal( "map_diffuse.color", "map_diffuse.has_tex", "map_diffuse_tex", material->layer[MATERIAL_CHANNEL_DIFFUSE].map );
shader_colormap_model_internal( "map_normals.color", "map_normals.has_tex", "map_normals_tex", material->layer[MATERIAL_CHANNEL_NORMALS].map );
shader_colormap_model_internal( "map_specular.color", "map_specular.has_tex", "map_specular_tex", material->layer[MATERIAL_CHANNEL_SPECULAR].map );
shader_colormap_model_internal( "map_albedo.color", "map_albedo.has_tex", "map_albedo_tex", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
shader_colormap_model_internal( "map_roughness.color", "map_roughness.has_tex", "map_roughness_tex", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map );
shader_colormap_model_internal( "map_metallic.color", "map_metallic.has_tex", "map_metallic_tex", material->layer[MATERIAL_CHANNEL_METALLIC].map );
shader_colormap_model_internal( "map_ao.color", "map_ao.has_tex", "map_ao_tex", material->layer[MATERIAL_CHANNEL_AO].map );
shader_colormap_model_internal( "map_ambient.color", "map_ambient.has_tex", "map_ambient_tex", material->layer[MATERIAL_CHANNEL_AMBIENT].map );
shader_colormap_model_internal( "map_emissive.color", "map_emissive.has_tex", "map_emissive_tex", material->layer[MATERIAL_CHANNEL_EMISSIVE].map );
// shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
}
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}
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
profile_incstat("Render.num_drawcalls", +1);
profile_incstat("Render.num_triangles", +im->num_triangles);
}
glBindVertexArray( 0 );
shader_bind(old_shader);
}
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void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass) {
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if(!m.iqm) return;
iqm_t *q = m.iqm;
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if (active_shadowmap && active_shadowmap->skip_render) {
return;
}
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mat44 mv; multiply44x2(mv, view, models[0]);
if( count != m.num_instances ) {
m.num_instances = count;
m.instanced_matrices = (float*)models;
model_set_state(m);
}
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if (model_getpass() > RENDER_PASS_SHADOW_BEGIN && model_getpass() < RENDER_PASS_SHADOW_END) {
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shader = m.shadow_program;
}
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model_set_uniforms(m, shader > 0 ? shader : m.program, mv, proj, view, models[0]);
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model_draw_call(m, shader > 0 ? shader : m.program, pass, pos44(view), models[0]);
}
void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) {
model_render_instanced_pass(m, proj, view, models, shader, count, -1);
}
void model_render_pass(model_t m, mat44 proj, mat44 view, mat44 model, int shader, int pass) {
model_render_instanced_pass(m, proj, view, (mat44*)model, shader, 1, pass);
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}
void model_render(model_t m, mat44 proj, mat44 view, mat44 model, int shader) {
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model_render_pass(m, proj, view, model, shader, -1);
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}
static inline
void model_init_uniforms(model_t *m) {
for (int i=0; i<NUM_MODEL_UNIFORMS; ++i) m->uniforms[i] = -1;
unsigned shader = m->program;
int loc;
if ((loc = glGetUniformLocation(shader, "u_mv")) >= 0)
m->uniforms[MODEL_UNIFORM_MV] = loc;
else
if ((loc = glGetUniformLocation(shader, "MV")) >= 0)
m->uniforms[MODEL_UNIFORM_MV] = loc;
if ((loc = glGetUniformLocation(shader, "u_mvp")) >= 0)
m->uniforms[MODEL_UNIFORM_MVP] = loc;
else
if ((loc = glGetUniformLocation(shader, "MVP")) >= 0)
m->uniforms[MODEL_UNIFORM_MVP] = loc;
if ((loc = glGetUniformLocation(shader, "u_vp")) >= 0)
m->uniforms[MODEL_UNIFORM_VP] = loc;
else
if ((loc = glGetUniformLocation(shader, "VP")) >= 0)
m->uniforms[MODEL_UNIFORM_VP] = loc;
if ((loc = glGetUniformLocation(shader, "u_cam_pos")) >= 0)
m->uniforms[MODEL_UNIFORM_CAM_POS] = loc;
else
if ((loc = glGetUniformLocation(shader, "cam_pos")) >= 0)
m->uniforms[MODEL_UNIFORM_CAM_POS] = loc;
if ((loc = glGetUniformLocation(shader, "u_cam_dir")) >= 0)
m->uniforms[MODEL_UNIFORM_CAM_DIR] = loc;
else
if ((loc = glGetUniformLocation(shader, "cam_dir")) >= 0)
m->uniforms[MODEL_UNIFORM_CAM_DIR] = loc;
if ((loc = glGetUniformLocation(shader, "u_billboard")) >= 0)
m->uniforms[MODEL_UNIFORM_BILLBOARD] = loc;
else
if ((loc = glGetUniformLocation(shader, "billboard")) >= 0)
m->uniforms[MODEL_UNIFORM_BILLBOARD] = loc;
if ((loc = glGetUniformLocation(shader, "u_texlit")) >= 0)
m->uniforms[MODEL_UNIFORM_TEXLIT] = loc;
else
if ((loc = glGetUniformLocation(shader, "texlit")) >= 0)
m->uniforms[MODEL_UNIFORM_TEXLIT] = loc;
if ((loc = glGetUniformLocation(shader, "M")) >= 0)
m->uniforms[MODEL_UNIFORM_MODEL] = loc;
else
if ((loc = glGetUniformLocation(shader, "model")) >= 0)
m->uniforms[MODEL_UNIFORM_MODEL] = loc;
if ((loc = glGetUniformLocation(shader, "V")) >= 0)
m->uniforms[MODEL_UNIFORM_VIEW] = loc;
else
if ((loc = glGetUniformLocation(shader, "view")) >= 0)
m->uniforms[MODEL_UNIFORM_VIEW] = loc;
if ((loc = glGetUniformLocation(shader, "inv_view")) >= 0)
m->uniforms[MODEL_UNIFORM_INV_VIEW] = loc;
if ((loc = glGetUniformLocation(shader, "P")) >= 0)
m->uniforms[MODEL_UNIFORM_PROJ] = loc;
else
if ((loc = glGetUniformLocation(shader, "proj")) >= 0)
m->uniforms[MODEL_UNIFORM_PROJ] = loc;
if ((loc = glGetUniformLocation(shader, "SKINNED")) >= 0)
m->uniforms[MODEL_UNIFORM_SKINNED] = loc;
if ((loc = glGetUniformLocation(shader, "vsBoneMatrix")) >= 0)
m->uniforms[MODEL_UNIFORM_VS_BONE_MATRIX] = loc;
if ((loc = glGetUniformLocation(shader, "u_matcaps")) >= 0)
m->uniforms[MODEL_UNIFORM_U_MATCAPS] = loc;
if ((loc = glGetUniformLocation(shader, "has_tex_skysphere")) >= 0)
m->uniforms[MODEL_UNIFORM_HAS_TEX_SKYSPHERE] = loc;
if ((loc = glGetUniformLocation(shader, "has_tex_skyenv")) >= 0)
m->uniforms[MODEL_UNIFORM_HAS_TEX_SKYENV] = loc;
if ((loc = glGetUniformLocation(shader, "tex_skysphere")) >= 0)
m->uniforms[MODEL_UNIFORM_TEX_SKYSPHERE] = loc;
if ((loc = glGetUniformLocation(shader, "skysphere_mip_count")) >= 0)
m->uniforms[MODEL_UNIFORM_SKYSPHERE_MIP_COUNT] = loc;
if ((loc = glGetUniformLocation(shader, "tex_skyenv")) >= 0)
m->uniforms[MODEL_UNIFORM_TEX_SKYENV] = loc;
if ((loc = glGetUniformLocation(shader, "tex_brdf_lut")) >= 0)
m->uniforms[MODEL_UNIFORM_TEX_BRDF_LUT] = loc;
if ((loc = glGetUniformLocation(shader, "frame_count")) >= 0)
m->uniforms[MODEL_UNIFORM_FRAME_COUNT] = loc;
if ((loc = glGetUniformLocation(shader, "resolution")) >= 0)
m->uniforms[MODEL_UNIFORM_RESOLUTION] = loc;
}
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void model_shading_custom(model_t *m, int shading, const char *vs, const char *fs, const char *defines) {
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m->shading = shading;
int flags = m->stored_flags;
// load pbr material if SHADING_PBR was selected
if (shading == SHADING_PBR) {
for (int i = 0; i < array_count(m->materials); ++i) {
model_load_pbr(&m->materials[i]);
}
}
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if (!vs) {
vs = vfs_read("shaders/vs_323444143_16_3322_model.glsl");
}
if (!fs) {
fs = vfs_read("shaders/fs_32_4_model.glsl");
}
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/* needs to match SHADING_MODE */
const char *shading_defines[] = {
"SHADING_NONE",
"SHADING_PHONG",
"SHADING_VERTEXLIT",
"SHADING_PBR",
};
ASSERT(shading < countof(shading_defines));
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const char *shading_define = shading_defines[shading];
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// rebind shader
// @fixme: app crashes rn
glUseProgram(0);
if (m->program)
glDeleteProgram(m->program);
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{
int shaderprog = shader(vs, fs, //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
va("%s,%s,%s", defines ? defines : "NO_CUSTOM_DEFINES", shading_define, (flags&MODEL_RIMLIGHT)?"RIM":""));
m->program = shaderprog;
}
{
int shaderprog = shader(vs, vfs_read("shaders/fs_shadow_vsm.glsl"), //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragcolor",
va("SHADOW_CAST,%s", defines ? defines : "NO_CUSTOM_DEFINES"));
m->shadow_program = shaderprog;
}
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model_init_uniforms(m);
}
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void model_shading(model_t *m, int shading) {
model_shading_custom(m, shading, NULL, NULL, NULL);
}
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void model_skybox(model_t *mdl, skybox_t sky, bool load_sh) {
if (load_sh) {
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unsigned oldprog = last_shader;
shader_bind(mdl->program);
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shader_vec3v("u_coefficients_sh", 9, sky.cubemap.sh);
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shader_bind(oldprog);
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}
mdl->sky_refl = sky.refl;
mdl->sky_env = sky.env;
}
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void model_shadow(model_t *mdl, shadowmap_t *sm) {
if (sm) {
mdl->shadow_receiver = true;
mdl->shadow_map = sm;
} else {
mdl->shadow_receiver = false;
mdl->shadow_map = NULL;
}
}
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void model_fog(model_t *mdl, unsigned mode, vec3 color, float start, float end, float density) {
unsigned oldprog = last_shader;
shader_bind(mdl->program);
shader_vec3("u_fog_color", color);
shader_float("u_fog_density", density);
shader_float("u_fog_start", start);
shader_float("u_fog_end", end);
shader_int("u_fog_type", mode);
shader_bind(oldprog);
}
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// static
aabb aabb_transform( aabb A, mat44 M ) {
// Based on "Transforming Axis-Aligned Bounding Boxes" by Jim Arvo, 1990
aabb B = { {M[12],M[13],M[14]}, {M[12],M[13],M[14]} }; // extract translation from mat44
for( int i = 0; i < 3; i++ )
for( int j = 0; j < 3; j++ ) {
float a = M[i*4+j] * j[&A.min.x]; // use mat33 from mat44
float b = M[i*4+j] * j[&A.max.x]; // use mat33 from mat44
if( a < b ) {
i[&B.min.x] += a;
i[&B.max.x] += b;
} else {
i[&B.min.x] += b;
i[&B.max.x] += a;
}
}
return B;
}
aabb model_aabb(model_t m, mat44 transform) {
iqm_t *q = m.iqm;
if( q && q->bounds ) {
int f = ( (int)m.curframe ) % (q->numframes + !q->numframes);
vec3 bbmin = ptr3(q->bounds[f].bbmin);
vec3 bbmax = ptr3(q->bounds[f].bbmax);
return aabb_transform(aabb(bbmin,bbmax), transform);
}
return aabb(vec3(0,0,0),vec3(0,0,0));
}
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static inline int MapReduce(array(int) collapse_map, int n, int mx) {
while( n >= mx ) n = collapse_map[n];
return n;
}
API void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, const int *tri, int *map, int *permutation);
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static inline
void MorphVertex(struct iqm_vertex *v, struct iqm_vertex *v0, struct iqm_vertex *v1, float t) {
v->position[0] = mixf(v0->position[0], v1->position[0], t);
v->position[1] = mixf(v0->position[1], v1->position[1], t);
v->position[2] = mixf(v0->position[2], v1->position[2], t);
v->normal[0] = mixf(v0->normal[0], v1->normal[0], t);
v->normal[1] = mixf(v0->normal[1], v1->normal[1], t);
v->normal[2] = mixf(v0->normal[2], v1->normal[2], t);
v->tangent[0] = mixf(v0->tangent[0], v1->tangent[0], t);
v->tangent[1] = mixf(v0->tangent[1], v1->tangent[1], t);
v->tangent[2] = mixf(v0->tangent[2], v1->tangent[2], t);
v->texcoord[0] = mixf(v0->texcoord[0], v1->texcoord[0], t);
v->texcoord[1] = mixf(v0->texcoord[1], v1->texcoord[1], t);
}
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void model_lod(model_t *mdl, float lo_detail, float hi_detail, float morph) {
assert(mdl->num_meshes == 1);
if (array_count(mdl->lod_collapse_map) == 0) {
array(int) permutation = 0;
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array(float) positions = 0;
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array_resize(mdl->lod_collapse_map, mdl->num_verts);
array_resize(permutation, mdl->num_verts);
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array_resize(positions, mdl->num_verts*3);
for (int i = 0; i < mdl->num_verts; i++) {
struct iqm_vertex *v = (struct iqm_vertex *)((char *)mdl->verts + i*mdl->stride);
positions[i*3 + 0] = v->position[0];
positions[i*3 + 1] = v->position[1];
positions[i*3 + 2] = v->position[2];
}
ProgressiveMesh(mdl->num_verts, sizeof(float)*3, (const float *)positions, mdl->num_tris, (const int *)mdl->tris, mdl->lod_collapse_map, permutation);
array_free(positions);
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// PermuteVertices {
ASSERT(array_count(permutation) == mdl->num_verts);
// rearrange the vertex Array
char *tmp = REALLOC(0, mdl->stride*mdl->num_verts);
char *verts = (char *)mdl->verts;
memcpy(tmp, verts, mdl->stride*mdl->num_verts);
for(int i = 0; i < mdl->num_verts; i++) {
int index = permutation[i];
int src_offset = i * mdl->stride;
int offset = index * mdl->stride;
memcpy(verts + offset, tmp + src_offset, mdl->stride);
}
int *tris = (int *)mdl->tris;
// update the changes in the entries in the triangle Array
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for (int i = 0; i < mdl->num_tris; i++) {
tris[i*3 + 0] = permutation[tris[i*3 + 0]];
tris[i*3 + 1] = permutation[tris[i*3 + 1]];
tris[i*3 + 2] = permutation[tris[i*3 + 2]];
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}
// upload modified data
glBindVertexArray(mdl->vao);
glBindBuffer(GL_ARRAY_BUFFER, mdl->vbo);
glBufferData(GL_ARRAY_BUFFER, mdl->num_verts*mdl->stride, mdl->verts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mdl->ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mdl->num_tris*3*sizeof(int), mdl->tris, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
FREE(tmp);
// } PermuteVertices
array_free(permutation);
}
ASSERT(array_count(mdl->lod_collapse_map));
int max_verts_to_render = hi_detail * mdl->num_verts;
int min_verts_to_render = lo_detail * mdl->num_verts;
if( max_verts_to_render <= 0 || min_verts_to_render <= 0 )
return;
FREE(mdl->lod_verts);
FREE(mdl->lod_tris);
char *verts = (char *)mdl->verts;
int *tris = (int *)mdl->tris;
int max_lod_tris = 0;
//@fixme: optimise
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for( unsigned int i = 0; i < mdl->num_tris; i++ ) {
int p0 = MapReduce(mdl->lod_collapse_map, tris[i*3 + 0], max_verts_to_render);
int p1 = MapReduce(mdl->lod_collapse_map, tris[i*3 + 1], max_verts_to_render);
int p2 = MapReduce(mdl->lod_collapse_map, tris[i*3 + 2], max_verts_to_render);
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if(p0==p1 || p0==p2 || p1==p2) continue;
++max_lod_tris;
}
mdl->lod_verts = REALLOC(0, max_lod_tris*3*mdl->stride);
mdl->lod_tris = REALLOC(0, max_lod_tris*3*sizeof(int));
mdl->lod_num_verts = 0;
mdl->lod_num_tris = 0;
struct iqm_vertex *lod_verts = (struct iqm_vertex *)mdl->lod_verts;
int *lod_tris = (int *)mdl->lod_tris;
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for( int i = 0; i < mdl->num_tris; i++ ) {
int p0 = MapReduce(mdl->lod_collapse_map, tris[i*3 + 0], max_verts_to_render);
int p1 = MapReduce(mdl->lod_collapse_map, tris[i*3 + 1], max_verts_to_render);
int p2 = MapReduce(mdl->lod_collapse_map, tris[i*3 + 2], max_verts_to_render);
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if(p0==p1 || p0==p2 || p1==p2) continue;
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int q0 = MapReduce(mdl->lod_collapse_map, p0, min_verts_to_render);
int q1 = MapReduce(mdl->lod_collapse_map, p1, min_verts_to_render);
int q2 = MapReduce(mdl->lod_collapse_map, p2, min_verts_to_render);
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// if(q0==q1 || q0==q2 || q1==q2) continue;
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struct iqm_vertex v0 = *(struct iqm_vertex *)(verts + (p0*mdl->stride));
struct iqm_vertex v1 = *(struct iqm_vertex *)(verts + (p1*mdl->stride));
struct iqm_vertex v2 = *(struct iqm_vertex *)(verts + (p2*mdl->stride));
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struct iqm_vertex u0 = *(struct iqm_vertex *)(verts + (q0*mdl->stride));
struct iqm_vertex u1 = *(struct iqm_vertex *)(verts + (q1*mdl->stride));
struct iqm_vertex u2 = *(struct iqm_vertex *)(verts + (q2*mdl->stride));
struct iqm_vertex f0=v0,f1=v1,f2=v2;
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if (morph == 0.0f) {
f0=u0,f1=u1,f2=u2;
}
else if (morph < 1.0f) {
MorphVertex(&f0, &v0, &u0, 1.0f - morph);
MorphVertex(&f1, &v1, &u1, 1.0f - morph);
MorphVertex(&f2, &v2, &u2, 1.0f - morph);
}
lod_verts[mdl->lod_num_verts + 0] = f0;
lod_verts[mdl->lod_num_verts + 1] = f1;
lod_verts[mdl->lod_num_verts + 2] = f2;
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int idx = mdl->lod_num_verts;
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lod_tris[mdl->lod_num_tris*3 + 0] = idx+0;
lod_tris[mdl->lod_num_tris*3 + 1] = idx+1;
lod_tris[mdl->lod_num_tris*3 + 2] = idx+2;
mdl->lod_num_verts += 3;
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++mdl->lod_num_tris;
}
// upload modified data
glBindVertexArray(mdl->vao);
glBindBuffer(GL_ARRAY_BUFFER, mdl->vbo);
glBufferData(GL_ARRAY_BUFFER, mdl->lod_num_verts*mdl->stride, mdl->lod_verts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mdl->ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mdl->lod_num_tris*3*sizeof(int), mdl->lod_tris, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
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void model_destroy(model_t m) {
FREE(m.verts);
for( int i = 0, end = array_count(m.texture_names); i < end; ++i ) {
FREE(m.texture_names[i]);
}
array_free(m.texture_names);
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FREE(m.meshcenters);
FREE(m.meshbounds);
FREE(m.meshradii);
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iqm_t *q = m.iqm;
// if(m.mesh) mesh_destroy(m.mesh);
FREE(q->outframe);
FREE(q->colormaps);
FREE(q->textures);
FREE(q->baseframe);
FREE(q->inversebaseframe);
if(q->animdata != q->meshdata) FREE(q->animdata);
//FREE(q->meshdata);
FREE(q->frames);
FREE(q->buf);
FREE(q);
}
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static unsigned model_renderpass = RENDER_PASS_OPAQUE;
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unsigned model_getpass() {
return model_renderpass;
}
unsigned model_setpass(unsigned pass) {
ASSERT(pass < NUM_RENDER_PASSES);
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ASSERT(pass != RENDER_PASS_OVERRIDES_BEGIN && pass != RENDER_PASS_OVERRIDES_END);
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unsigned old_pass = model_renderpass;
model_renderpass = pass;
return old_pass;
}
anims_t animations(const char *pathfile, int flags) {
anims_t a = {0};
a.anims = animlist(pathfile);
if(a.anims) a.speed = 1.0;
return a;
}
// -----------------------------------------------------------------------------
// lightmapping utils
// @fixme: support xatlas uv packing, add UV1 coords to vertex model specs
lightmap_t lightmap(int hmsize, float cnear, float cfar, vec3 color, int passes, float threshold, float distmod) {
lightmap_t lm = {0};
lm.ctx = lmCreate(hmsize, cnear, cfar, color.x, color.y, color.z, passes, threshold, distmod);
if (!lm.ctx) {
PANIC("Error: Could not initialize lightmapper.\n");
return lm;
}
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
lm.shader = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_3322_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent,att_texcoord2","fragColor",
va("%s", "LIGHTMAP_BAKING"));
return lm;
}
void lightmap_destroy(lightmap_t *lm) {
lmDestroy(lm->ctx);
shader_destroy(lm->shader);
//
}
void lightmap_setup(lightmap_t *lm, int w, int h) {
lm->ready=1;
//@fixme: prep atlas for lightmaps
lm->w = w;
lm->h = h;
}
void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, model_t *m, float *view, float *proj, void *userdata), void (*progressupdate)(float progress), void *userdata) {
ASSERT(lm->ready);
// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
int w = lm->w, h = lm->h;
for (int i = 0; i < array_count(lm->models); i++) {
model_t *m = lm->models[i];
if (m->lightmap.w != 0) {
texture_destroy(&m->lightmap);
}
m->lightmap = texture_create(w, h, 4, 0, TEXTURE_LINEAR|TEXTURE_FLOAT);
glBindTexture(GL_TEXTURE_2D, m->lightmap.id);
unsigned char emissive[] = { 0, 0, 0, 255 };
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);
glBindTexture(GL_TEXTURE_2D, 0);
}
unsigned old_pass = model_setpass(RENDER_PASS_LIGHTMAP);
for (int b = 0; b < bounces; b++) {
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model_setpass(RENDER_PASS_LIGHTMAP);
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for (int i = 0; i < array_count(lm->models); i++) {
model_t *m = lm->models[i];
if (!m->lmdata) {
m->lmdata = CALLOC(w*h*4, sizeof(float));
}
memset(m->lmdata, 0, w*h*4);
lmSetTargetLightmap(lm->ctx, m->lmdata, w, h, 4);
lmSetGeometry(lm->ctx, m->pivot,
LM_FLOAT, (uint8_t*)m->verts + offsetof(iqm_vertex, position), sizeof(iqm_vertex),
LM_FLOAT, (uint8_t*)m->verts + offsetof(iqm_vertex, normal), sizeof(iqm_vertex),
LM_FLOAT, (uint8_t*)m->verts + offsetof(iqm_vertex, texcoord), sizeof(iqm_vertex),
m->num_tris*3, LM_UNSIGNED_INT, m->tris);
int vp[4];
float view[16], projection[16];
while (lmBegin(lm->ctx, vp, view, projection))
{
// render to lightmapper framebuffer
glViewport(vp[0], vp[1], vp[2], vp[3]);
drawscene(lm, m, view, projection, userdata);
if (progressupdate) progressupdate(lmProgress(lm->ctx));
lmEnd(lm->ctx);
}
}
model_setpass(old_pass);
// postprocess texture
for (int i = 0; i < array_count(lm->models); i++) {
model_t *m = lm->models[i];
float *temp = CALLOC(w * h * 4, sizeof(float));
for (int i = 0; i < 16; i++)
{
lmImageDilate(m->lmdata, temp, w, h, 4);
lmImageDilate(temp, m->lmdata, w, h, 4);
}
lmImageSmooth(m->lmdata, temp, w, h, 4);
lmImageDilate(temp, m->lmdata, w, h, 4);
lmImagePower(m->lmdata, w, h, 4, 1.0f / 2.2f, 0x7); // gamma correct color channels
FREE(temp);
// save result to a file
// if (lmImageSaveTGAf("result.tga", m->lmdata, w, h, 4, 1.0f))
// printf("Saved result.tga\n");
// upload result
glBindTexture(GL_TEXTURE_2D, m->lightmap.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_FLOAT, m->lmdata);
FREE(m->lmdata); m->lmdata = NULL;
}
}
}