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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 , " \xAB KTX 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 + + ) {
glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i , 0 , GL_RGB32F , texture_width , texture_width , 0 , GL_RGB , GL_FLOAT , 0 ) ;
}
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 ) ;
// Create 6 framebuffers for each face of the cubemap
glGenFramebuffers ( 6 , s - > maps [ light_index ] . fbos ) ;
for ( int i = 0 ; i < 6 ; i + + ) {
glBindFramebuffer ( GL_FRAMEBUFFER , s - > maps [ light_index ] . fbos [ i ] ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_CUBE_MAP_POSITIVE_X + i , s - > maps [ light_index ] . texture , 0 ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_CUBE_MAP_POSITIVE_X + i , s - > maps [ light_index ] . depth_texture , 0 ) ;
GLenum result = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( GL_FRAMEBUFFER_COMPLETE ! = result ) {
PANIC ( " ERROR: Framebuffer is not complete: %x \n " , result ) ;
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}
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}
}
static inline void
shadowmap_init_caster_pcf ( shadowmap_t * s , int light_index , int texture_width ) {
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 ] ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGB32F , texture_width , texture_width , 0 , GL_RGB , GL_FLOAT , 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 ) ;
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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for ( int i = 0 ; i < NUM_SHADOW_CASCADES ; i + + ) {
glGenFramebuffers ( 1 , & s - > maps [ light_index ] . fbo_2d [ i ] ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , s - > maps [ light_index ] . fbo_2d [ i ] ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , s - > maps [ light_index ] . texture_2d [ i ] , 0 ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , s - > maps [ light_index ] . depth_texture_2d [ i ] , 0 ) ;
GLenum result = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( GL_FRAMEBUFFER_COMPLETE ! = result ) {
PANIC ( " ERROR: Framebuffer is not complete: %x \n " , result ) ;
}
}
// Blur texture
glGenTextures ( 1 , & s - > maps [ light_index ] . blur_texture_2d ) ;
glBindTexture ( GL_TEXTURE_2D , s - > maps [ light_index ] . blur_texture_2d ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGB32F , texture_width , texture_width , 0 , GL_RGB , GL_FLOAT , 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_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
// Blur FBO
glGenFramebuffers ( 1 , & s - > maps [ light_index ] . blur_fbo_2d ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , s - > maps [ light_index ] . blur_fbo_2d ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , s - > maps [ light_index ] . blur_texture_2d , 0 ) ;
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GLenum result = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( GL_FRAMEBUFFER_COMPLETE ! = result ) {
PANIC ( " ERROR: Framebuffer is not complete: %x \n " , result ) ;
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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 ) ;
shadowmap_init_caster_pcf ( s , light_index , s - > pcf_texture_width ) ;
}
shadowmap_t shadowmap ( int vsm_texture_width , int pcf_texture_width ) { // = 512, 4096
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shadowmap_t s = { 0 } ;
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s . vsm_texture_width = vsm_texture_width ;
s . pcf_texture_width = pcf_texture_width ;
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s . saved_fb = 0 ;
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s . blur_pcf = false ;
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s . blur_scale = 0.5f ;
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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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 ) {
if ( s - > maps [ light_index ] . fbos [ 0 ] ) {
glDeleteFramebuffers ( 6 , s - > maps [ light_index ] . fbos ) ;
s - > maps [ light_index ] . fbos [ 0 ] = 0 ;
}
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 ;
}
for ( int i = 0 ; i < NUM_SHADOW_CASCADES ; i + + ) {
if ( s - > maps [ light_index ] . fbo_2d [ i ] ) {
glDeleteFramebuffers ( 1 , & s - > maps [ light_index ] . fbo_2d [ i ] ) ;
s - > maps [ light_index ] . fbo_2d [ i ] = 0 ;
}
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_fbo_2d ) {
glDeleteFramebuffers ( 1 , & s - > maps [ light_index ] . blur_fbo_2d ) ;
s - > maps [ light_index ] . blur_fbo_2d = 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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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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s - > step = 0 ;
s - > light_step = 0 ;
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s - > cascade_index = 0 ;
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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_PCF ;
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model_setpass ( RENDER_PASS_SHADOW_PCF ) ;
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}
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static inline
void shadowmap_blur_pcf ( shadowmap_t * s , int light_index ) {
if ( ! s - > blur_pcf ) {
return ;
}
float blur_scale = 1.999 * ( 1 - s - > blur_scale ) + 0.001 ;
// blur_scale = 0.1f;
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 ) ;
}
renderstate_apply ( & rs ) ;
glViewport ( 0 , 0 , s - > pcf_texture_width , s - > pcf_texture_width ) ;
unsigned oldprog = last_shader ;
glUseProgram ( program ) ;
glBindVertexArray ( vao ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
// Horizontal pass
for ( int i = 0 ; i < NUM_SHADOW_CASCADES ; i + + ) {
glBindFramebuffer ( GL_FRAMEBUFFER , s - > maps [ light_index ] . blur_fbo_2d ) ;
glUniform2f ( u_scale , 1.0f / ( s - > pcf_texture_width * blur_scale ) , 0 ) ;
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
glBindFramebuffer ( GL_FRAMEBUFFER , s - > maps [ light_index ] . fbo_2d [ i ] ) ;
glUniform2f ( u_scale , 0 , 1.0f / ( s - > pcf_texture_width * blur_scale ) ) ;
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 ) ;
}
static inline
bool shadowmap_step_finish ( shadowmap_t * s ) {
if ( s - > shadow_technique = = SHADOW_PCF ) {
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if ( s - > cascade_index < NUM_SHADOW_CASCADES - 1 ) {
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s - > cascade_index + + ;
s - > step = 0 ;
return false ;
}
shadowmap_blur_pcf ( s , s - > light_step ) ;
}
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_PCF ? 1 : 6 ;
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 ) {
shadowmap_light_point ( s , l , step ) ;
} else if ( 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 ) {
// shadowmap_destroy_light(s, s->light_step); // @todo: we might wanna free the other set
if ( l - > shadow_technique = = SHADOW_VSM ) {
shadowmap_init_caster_vsm ( s , s - > light_step , s - > vsm_texture_width ) ;
} else if ( l - > shadow_technique = = SHADOW_PCF ) {
shadowmap_init_caster_pcf ( s , s - > light_step , s - > pcf_texture_width ) ;
}
}
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 - > maps [ s - > light_step ] . fbo_2d [ s - > cascade_index ] ) ;
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shadowmap_clear_fbo ( ) ;
} else {
glBindFramebuffer ( GL_FRAMEBUFFER , s - > maps [ s - > light_step ] . fbos [ step ] ) ;
shadowmap_clear_fbo ( ) ;
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}
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unsigned texture_width = s - > shadow_technique = = SHADOW_VSM ? s - > vsm_texture_width : s - > pcf_texture_width ;
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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}
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// -----------------------------------------------------------------------------
// Occlusion queries
static renderstate_t query_test_rs ;
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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 ) ;
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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 ;
}
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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 ) ) ;
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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 ;
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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 ] ) ;
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# 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 ) ;
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# 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 * pcf_shadow_rs = & m - > rs [ RENDER_PASS_SHADOW_PCF ] ;
{
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pcf_shadow_rs - > blend_enabled = 1 ;
pcf_shadow_rs - > blend_src = GL_SRC_ALPHA ;
pcf_shadow_rs - > blend_dst = GL_ONE_MINUS_SRC_ALPHA ;
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pcf_shadow_rs - > cull_face_enabled = 1 ;
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pcf_shadow_rs - > cull_face_mode = GL_BACK ;
pcf_shadow_rs - > front_face = GL_CW ;
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pcf_shadow_rs - > depth_clamp_enabled = 1 ;
}
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 ;
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 ;
}
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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 ) {
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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
{
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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 " ,
} ;
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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
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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 ) ;
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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 ;
}
}
}