diff --git a/bind/v4k.lua b/bind/v4k.lua index 8aae528..349bf9c 100644 --- a/bind/v4k.lua +++ b/bind/v4k.lua @@ -242,6 +242,7 @@ typedef float mat44[16]; void frustum44(mat44 m, float l, float r, float b, float t, float n, float f); void perspective44(mat44 m, float fovy_degrees, float aspect, float nearp, float farp); void lookat44(mat44 m, vec3 eye, vec3 center, vec3 up); + vec3 pos44(mat44 m); void translation44(mat44 m, float x, float y, float z); void translate44(mat44 m, float x, float y, float z); void relocate44(mat44 m, float x, float y, float z); @@ -1328,8 +1329,12 @@ enum SHADING_MODE { }; enum RENDER_PASS { RENDER_PASS_OPAQUE, + RENDER_PASS_TRANSPARENT, + RENDER_PASS_OVERRIDES_BEGIN, RENDER_PASS_SHADOW, RENDER_PASS_LIGHTMAP, + RENDER_PASS_CUSTOM, + RENDER_PASS_OVERRIDES_END, NUM_RENDER_PASSES }; enum MODEL_UNIFORMS { @@ -1380,6 +1385,7 @@ typedef struct model_t { void *verts; int num_verts; void *tris; + vec3 *meshcenters; int num_tris; handle vao, ibo, vbo, vao_instanced; int* lod_collapse_map; @@ -1413,6 +1419,8 @@ enum BILLBOARD_MODE { void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader); void model_render_skeleton(model_t, mat44 model); void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count); + void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass); + void model_render_pass(model_t m, mat44 proj, mat44 view, mat44 model, int shader, int pass); void model_set_texture(model_t, texture_t t); bool model_get_bone_pose(model_t m, unsigned joint, mat34 *out); void model_destroy(model_t); diff --git a/demos/06-sorting.c b/demos/06-sorting.c new file mode 100644 index 0000000..44144e6 --- /dev/null +++ b/demos/06-sorting.c @@ -0,0 +1,64 @@ +// render map + +#include "v4k.h" + +int main() { + window_create(80, WINDOW_MSAA8); + window_title(__FILE__); + window_fps_unlock(); + + // load all fx files + fx_load("fx**.fs"); + + // load skybox + // skybox_t sky = skybox(flag("--mie") ? 0 : "hdr/Tokyo_BigSight_1k.hdr", 0); // --mie for rayleigh/mie scattering + skybox_t sky = skybox("bridge3", 0); // --mie for rayleigh/mie scattering + + // load static scene + model_t map; + map = model(option("--model","sorting_test.obj"), 0); // MODEL_NO_TEXTURES); + shader_bind(map.program); + skybox_sh_shader(&sky); + // translation44(map.pivot, 0,-1,0); + // rotate44(map.pivot, -90,1,0,0); + // scale44(map.pivot, 10,10,10); + + // camera + camera_t cam = camera(); + cam.speed *= 0.05f; + + // demo loop + while (window_swap()) + { + // input + if( input_down(KEY_ESC) ) break; + if( input_down(KEY_F5) ) window_reload(); + if( input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen() ^ 1 ); + if( input_down(KEY_X) ) window_screenshot(__FILE__ ".png"); + if( input_down(KEY_Z) ) window_record(__FILE__ ".mp4"); + + // fps camera + bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R); + if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); + vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active); + vec3 wasdecq = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_C)||input(KEY_Q)),input(KEY_W)-input(KEY_S)), cam.speed); + camera_moveby(&cam, wasdecq); + camera_fps(&cam, mouse.x,mouse.y); + window_cursor( !active ); + + // draw skybox + profile("Skybox") { + skybox_render(&sky, cam.proj, cam.view); + } + + mat44 M; copy44(M, map.pivot);// translate44(M, 0,0,0); scale44(M, scale,scale,scale); + + // apply post-fxs from here + fx_begin(); + + model_render_pass(map, cam.proj, cam.view, M, 0, -1); + + // post-fxs end here + fx_end(0); + } +} diff --git a/demos/art/meshes/sorting_test.mtl b/demos/art/meshes/sorting_test.mtl new file mode 100644 index 0000000..bd85a78 --- /dev/null +++ b/demos/art/meshes/sorting_test.mtl @@ -0,0 +1,52 @@ +# Blender 4.2.1 LTS MTL File: 'None' +# www.blender.org + +newmtl Material +Ns 250.000000 +Ka 1.000000 1.000000 1.000000 +Ks 0.500000 0.500000 0.500000 +Ke 0.000000 0.000000 0.000000 +Ni 1.450000 +d 1.000000 +illum 2 +map_Kd E:/v4games/v4k/demos/art/matcaps/test_steel.jpg + +newmtl Material.001 +Ns 250.000000 +Ka 1.000000 1.000000 1.000000 +Ks 0.500000 0.500000 0.500000 +Ke 0.000000 0.000000 0.000000 +Ni 1.500000 +d 1.000000 +illum 2 +map_Kd E:/v4games/v4k/demos/art/matcaps/material3.jpg + +newmtl Material.002 +Ns 250.000000 +Ka 1.000000 1.000000 1.000000 +Kd 0.059941 0.801453 0.027650 +Ks 0.500000 0.500000 0.500000 +Ke 0.000000 0.000000 0.000000 +Ni 1.500000 +d 0.228070 +illum 9 + +newmtl Material.003 +Ns 250.000000 +Ka 1.000000 1.000000 1.000000 +Kd 0.800063 0.776954 0.209224 +Ks 0.500000 0.500000 0.500000 +Ke 0.000000 0.000000 0.000000 +Ni 1.500000 +d 0.480702 +illum 9 + +newmtl Material.004 +Ns 250.000000 +Ka 1.000000 1.000000 1.000000 +Kd 0.015818 0.013069 0.801024 +Ks 0.500000 0.500000 0.500000 +Ke 0.000000 0.000000 0.000000 +Ni 1.500000 +d 0.294737 +illum 9 diff --git a/demos/art/meshes/sorting_test.obj b/demos/art/meshes/sorting_test.obj new file mode 100644 index 0000000..0fcbe08 --- /dev/null +++ b/demos/art/meshes/sorting_test.obj @@ -0,0 +1,173 @@ +# Blender 4.2.1 LTS +# www.blender.org +mtllib sorting_test.mtl +o Cube.001 +v -8.122441 2.199780 2.665483 +v -8.122441 2.199780 -2.665483 +v 8.122441 2.199780 2.665483 +v 8.122441 2.199780 -2.665483 +v -8.122441 7.530746 2.665483 +v -8.122441 7.530746 -2.665483 +v 8.122441 7.530746 2.665483 +v 8.122441 7.530746 -2.665483 +v 15.783228 15.783226 -13.899874 +v 17.600002 17.600000 2.199389 +v -15.783228 15.783226 -13.899874 +v -17.600002 17.600000 2.199389 +v 15.783228 -15.783228 -13.899874 +v 17.600002 -17.600002 2.199389 +v -15.783228 -15.783228 -13.899874 +v -17.600002 -17.600002 2.199389 +v -17.600002 17.600000 -13.800612 +v -17.600002 -17.600002 -13.800612 +v 17.600002 17.600000 -13.800612 +v 17.600002 -17.600002 -13.800612 +v -15.783228 15.783226 0.175428 +v -15.783228 -15.783228 0.175428 +v 15.783228 15.783226 0.175428 +v 15.783228 -15.783228 0.175428 +v -6.691334 2.669416 -2.804010 +v -6.691334 2.669416 -7.195704 +v 6.691334 2.669416 -2.804010 +v 6.691334 2.669416 -7.195704 +v -6.691334 7.061110 -2.804010 +v -6.691334 7.061110 -7.195704 +v 6.691334 7.061110 -2.804010 +v 6.691334 7.061110 -7.195704 +v -8.122442 -7.045201 2.665483 +v -8.122442 -7.045201 -2.665483 +v 8.122442 -7.045201 2.665483 +v 8.122442 -7.045201 -2.665483 +v -8.122442 -1.714234 2.665483 +v -8.122442 -1.714234 -2.665483 +v 8.122442 -1.714234 2.665483 +v 8.122442 -1.714234 -2.665483 +v -6.691334 -6.575565 -2.804010 +v -6.691334 -6.575565 -7.195704 +v 6.691334 -6.575565 -2.804010 +v 6.691334 -6.575565 -7.195704 +v -6.691334 -2.183871 -2.804010 +v -6.691334 -2.183871 -7.195704 +v 6.691334 -2.183871 -2.804010 +v 6.691334 -2.183871 -7.195704 +v -8.122442 -15.615585 2.665483 +v -8.122442 -15.615585 -2.665483 +v 8.122442 -15.615585 2.665483 +v 8.122442 -15.615585 -2.665483 +v -8.122442 -10.284618 2.665483 +v -8.122442 -10.284618 -2.665483 +v 8.122442 -10.284618 2.665483 +v 8.122442 -10.284618 -2.665483 +v -6.691334 -15.145948 -2.804010 +v -6.691334 -15.145948 -7.195704 +v 6.691334 -15.145948 -2.804010 +v 6.691334 -15.145948 -7.195704 +v -6.691334 -10.754253 -2.804010 +v -6.691334 -10.754253 -7.195704 +v 6.691334 -10.754253 -2.804010 +v 6.691334 -10.754253 -7.195704 +vn -0.0000 -1.0000 -0.0000 +vn 1.0000 -0.0000 -0.0000 +vn -0.0000 1.0000 -0.0000 +vn -1.0000 -0.0000 -0.0000 +vn -0.0000 -0.0000 1.0000 +vn -0.0000 -0.0000 -1.0000 +vn -0.0000 0.7442 -0.6680 +vn -0.0546 -0.0000 -0.9985 +vn 0.7071 0.7071 -0.0000 +vn -0.0000 -0.0546 -0.9985 +vn 0.0546 -0.0000 -0.9985 +vn -0.7071 0.7071 -0.0000 +vt 0.375000 0.000000 +vt 0.625000 0.000000 +vt 0.625000 0.250000 +vt 0.375000 0.250000 +vt 0.625000 0.500000 +vt 0.375000 0.500000 +vt 0.625000 0.750000 +vt 0.375000 0.750000 +vt 0.625000 1.000000 +vt 0.375000 1.000000 +vt 0.125000 0.500000 +vt 0.125000 0.750000 +vt 0.875000 0.500000 +vt 0.875000 0.750000 +vt 0.815610 0.670937 +vt 1.086685 0.728059 +vt 1.066389 0.553695 +vt 0.851135 0.506484 +vt 0.286824 0.345736 +vt 0.332150 0.541159 +vt 0.086713 0.717651 +vt 0.066236 0.538218 +vt 1.066236 0.538218 +vt 1.086713 0.717651 +vt 0.816752 0.660765 +vt 0.852741 0.491363 +vt 0.621682 0.280820 +vt 0.289035 0.361544 +vt 0.620623 0.297043 +vt 0.589978 0.486593 +vt 0.333337 0.554977 +vt 0.086685 0.728059 +vt 0.589978 0.500567 +vt 0.066389 0.553695 +s 0 +usemtl Material.001 +f 1/1/1 2/2/1 4/3/1 3/4/1 +f 3/4/2 4/3/2 8/5/2 7/6/2 +f 7/6/3 8/5/3 6/7/3 5/8/3 +f 5/8/4 6/7/4 2/9/4 1/10/4 +f 3/11/5 7/6/5 5/8/5 1/12/5 +f 8/5/6 4/13/6 2/14/6 6/7/6 +f 33/1/1 34/2/1 36/3/1 35/4/1 +f 35/4/2 36/3/2 40/5/2 39/6/2 +f 39/6/3 40/5/3 38/7/3 37/8/3 +f 37/8/4 38/7/4 34/9/4 33/10/4 +f 35/11/5 39/6/5 37/8/5 33/12/5 +f 40/5/6 36/13/6 34/14/6 38/7/6 +f 49/1/1 50/2/1 52/3/1 51/4/1 +f 51/4/2 52/3/2 56/5/2 55/6/2 +f 55/6/3 56/5/3 54/7/3 53/8/3 +f 53/8/4 54/7/4 50/9/4 49/10/4 +f 51/11/5 55/6/5 53/8/5 49/12/5 +f 56/5/6 52/13/6 50/14/6 54/7/6 +usemtl Material +f 13/15/3 15/16/3 22/17/3 24/18/3 +f 12/19/4 17/20/4 18/21/4 16/22/4 +f 16/23/1 18/24/1 20/25/1 14/26/1 +f 14/26/5 10/27/5 12/19/5 16/23/5 +f 21/28/7 12/19/7 23/29/7 +f 14/26/2 20/25/2 19/30/2 10/27/2 +f 11/31/8 15/32/8 18/21/8 17/20/8 +f 12/19/9 11/31/9 17/20/9 +f 15/16/10 13/15/10 20/25/10 18/24/10 +f 13/15/11 9/33/11 19/30/11 20/25/11 +f 23/29/6 24/18/6 22/17/6 21/28/6 +f 15/32/2 11/31/2 21/28/2 22/34/2 +f 9/33/4 13/15/4 24/18/4 23/29/4 +f 21/28/9 11/31/9 12/19/9 +f 10/27/7 23/29/7 12/19/7 +f 23/29/12 10/27/12 9/33/12 +f 10/27/12 19/30/12 9/33/12 +usemtl Material.002 +f 25/1/1 26/2/1 28/3/1 27/4/1 +f 27/4/2 28/3/2 32/5/2 31/6/2 +f 31/6/3 32/5/3 30/7/3 29/8/3 +f 29/8/4 30/7/4 26/9/4 25/10/4 +f 27/11/5 31/6/5 29/8/5 25/12/5 +f 32/5/6 28/13/6 26/14/6 30/7/6 +usemtl Material.004 +f 41/1/1 42/2/1 44/3/1 43/4/1 +f 43/4/2 44/3/2 48/5/2 47/6/2 +f 47/6/3 48/5/3 46/7/3 45/8/3 +f 45/8/4 46/7/4 42/9/4 41/10/4 +f 43/11/5 47/6/5 45/8/5 41/12/5 +f 48/5/6 44/13/6 42/14/6 46/7/6 +usemtl Material.003 +f 57/1/1 58/2/1 60/3/1 59/4/1 +f 59/4/2 60/3/2 64/5/2 63/6/2 +f 63/6/3 64/5/3 62/7/3 61/8/3 +f 61/8/4 62/7/4 58/9/4 57/10/4 +f 59/11/5 63/6/5 61/8/5 57/12/5 +f 64/5/6 60/13/6 58/14/6 62/7/6 diff --git a/engine/joint/v4k.h b/engine/joint/v4k.h index 94cc740..add77c0 100644 --- a/engine/joint/v4k.h +++ b/engine/joint/v4k.h @@ -15135,6 +15135,7 @@ API void ortho44(mat44 m, float l, float r, float b, float t, float n, float f); API void frustum44(mat44 m, float l, float r, float b, float t, float n, float f); API void perspective44(mat44 m, float fovy_degrees, float aspect, float nearp, float farp); API void lookat44(mat44 m, vec3 eye, vec3 center, vec3 up); +API vec3 pos44(mat44 m); // --- API void translation44(mat44 m, float x, float y, float z); API void translate44(mat44 m, float x, float y, float z); @@ -17575,8 +17576,13 @@ enum SHADING_MODE { enum RENDER_PASS { RENDER_PASS_OPAQUE, + RENDER_PASS_TRANSPARENT, + + RENDER_PASS_OVERRIDES_BEGIN, RENDER_PASS_SHADOW, RENDER_PASS_LIGHTMAP, + RENDER_PASS_CUSTOM, // make sure to apply renderstate before calling this + RENDER_PASS_OVERRIDES_END, NUM_RENDER_PASSES }; @@ -17637,6 +17643,7 @@ typedef struct model_t { void *verts; int num_verts; void *tris; + vec3 *meshcenters; int num_tris; handle vao, ibo, vbo, vao_instanced; @@ -17677,6 +17684,8 @@ API void model_skybox(model_t*, skybox_t sky, bool load_sh); API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader); API void model_render_skeleton(model_t, mat44 model); API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count); +API void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass); +API void model_render_pass(model_t m, mat44 proj, mat44 view, mat44 model, int shader, int pass); API void model_set_texture(model_t, texture_t t); API bool model_get_bone_pose(model_t m, unsigned joint, mat34 *out); API void model_destroy(model_t); @@ -377451,6 +377460,20 @@ void lookat44(mat44 m, vec3 eye, vec3 center, vec3 up) { m[ 8] = r.z; m[ 9] = u.z; m[10] = -f.z; m[11] = 0; m[12] = -dot3(r, eye); m[13] = -dot3(u, eye); m[14] = dot3(f, eye); m[15] = 1; } +vec3 pos44(mat44 m) { + vec3 position; + + // The camera position is the negation of the translation vector + // transformed by the inverse of the rotation matrix. + // Since the upper-left 3x3 part of the view matrix is orthogonal, + // its inverse is equal to its transpose. + + position.x = -(m[0] * m[12] + m[1] * m[13] + m[2] * m[14]); + position.y = -(m[4] * m[12] + m[5] * m[13] + m[6] * m[14]); + position.z = -(m[8] * m[12] + m[9] * m[13] + m[10] * m[14]); + + return position; +} // --- void translation44(mat44 m, float x, float y, float z) { // identity4 + translate4 m[ 0] = 1.0f; m[ 1] = 0.0f; m[ 2] = 0.0f; m[ 3] = 0.0f; @@ -382590,6 +382613,16 @@ max_aniso = 4; t->n = n; t->flags = flags; t->filename = t->filename ? t->filename : ""; + 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; + } + } + } return t->id; } @@ -382598,7 +382631,6 @@ texture_t texture_create(unsigned w, unsigned h, unsigned n, const void *pixels, texture_t texture = {0}; glGenTextures( 1, &texture.id ); texture_update( &texture, w, h, n, pixels, flags ); - texture.transparent = texture.n > 3; // @fixme: should be true only if any pixel.a == 0 return texture; } @@ -384902,12 +384934,12 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, glUniformMatrix4fv( loc, 1, GL_FALSE, vp); } if( (loc = glGetUniformLocation(shader, "u_cam_pos")) >= 0 ) { - vec3 pos = vec3(view[12], view[13], view[14]); + vec3 pos = pos44(view); glUniform3fv( loc, 1, &pos.x ); } else if( (loc = glGetUniformLocation(shader, "cam_pos")) >= 0 ) { - vec3 pos = vec3(view[12], view[13], view[14]); + vec3 pos = pos44(view); glUniform3fv( loc, 1, &pos.x ); } if( (loc = glGetUniformLocation(shader, "u_cam_dir")) >= 0 ) { @@ -385208,9 +385240,13 @@ bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) { q->textures = CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); q->colormaps = CALLOC(hdr->num_meshes * 8, sizeof(vec4)); + m->meshcenters = CALLOC(hdr->num_meshes, sizeof(vec3)); + for(int i = 0; i < (int)hdr->num_meshes; i++) { int invalid = texture_checker().id; q->textures[i] = invalid; + GLfloat *pos = verts[q->meshes[i].first_vertex].position; + m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]); } const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : ""; @@ -385304,7 +385340,7 @@ void model_load_pbr_layer(material_layer_t *layer, const char *texname, bool loa static void model_load_pbr(material_t *mt) { // initialise default colors - mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,0.5); + mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,1.0); 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 @@ -385504,13 +385540,21 @@ void model_set_renderstates(model_t *m) { // Opaque pass renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE]; { - opaque_rs->blend_enabled = 1; - opaque_rs->blend_src = GL_SRC_ALPHA; - opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA; + opaque_rs->blend_enabled = 0; opaque_rs->cull_face_mode = GL_BACK; opaque_rs->front_face = GL_CW; } + // 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; + } + // Shadow pass @todo renderstate_t *shadow_rs = &m->rs[RENDER_PASS_SHADOW]; { @@ -385805,23 +385849,115 @@ void shader_colormap_model_internal(const char *col_name, const char *bool_name, if( c.texture ) shader_texture( tex_name, *c.texture ); } + +typedef struct drawcall_t { + model_t *m; + int mesh; + union { + uint64_t order; + struct { + uint32_t tex; + float distance; + }; + }; +} drawcall_t; + static -void model_draw_call(model_t m, int shader) { +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; +} + +static +void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) { if(!m.iqm) return; iqm_t *q = m.iqm; handle old_shader = last_shader; shader_bind(shader); - renderstate_t *rs = &m.rs[RENDER_PASS_OPAQUE]; - - renderstate_apply(rs); + int rs_idx = model_getpass(); + renderstate_t *rs = &m.rs[rs_idx]; glBindVertexArray( q->vao ); - struct iqmtriangle *tris = NULL; + static array(int) required_rs = 0; + array_resize(required_rs, q->nummeshes); + for(int i = 0; i < q->nummeshes; i++) { struct iqmmesh *im = &q->meshes[i]; + required_rs[i] = rs_idx; + + if (required_rs[i] < RENDER_PASS_OVERRIDES_BEGIN) { + if (m.materials[i].layer[0].map.color.a < 1 || (m.materials[i].layer[0].map.texture && m.materials[i].layer[0].map.texture->transparent)) { + required_rs[i] = RENDER_PASS_TRANSPARENT; + } + if (m.shading == SHADING_PBR && (m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){ + 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++) { + array_push(drawcalls, (drawcall_t){i, 0}); + } + } else { + if(pass == -1 || pass == RENDER_PASS_OPAQUE) { + for(int i = 0; i < q->nummeshes; i++) { + // collect opaque drawcalls + if (required_rs[i] == RENDER_PASS_OPAQUE) { + drawcall_t call; + call.mesh = i; + call.tex = m.textures[i]; + call.distance = -1; + 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++) { + // collect transparent drawcalls + if (required_rs[i] == RENDER_PASS_TRANSPARENT) { + drawcall_t call; + call.mesh = i; + call.tex = m.textures[i]; + + // calculate distance from camera + // @todo: improve me, uses first mesh triangle + { + call.distance = len3(sub3(cam_pos, transform344(model_mat, m.meshcenters[i]))); + } + + 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); + } if (m.shading != SHADING_PBR) { shader_texture_unit("u_texture2d", q->textures[i], texture_unit()); @@ -385860,7 +385996,7 @@ void model_draw_call(model_t m, int shader) { shader_bind(old_shader); } -void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) { +void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass) { if(!m.iqm) return; iqm_t *q = m.iqm; @@ -385873,11 +386009,19 @@ void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, in } model_set_uniforms(m, shader > 0 ? shader : m.program, mv, proj, view, models[0]); - model_draw_call(m, shader > 0 ? shader : m.program); + 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); } void model_render(model_t m, mat44 proj, mat44 view, mat44 model, int shader) { - model_render_instanced(m, proj, view, (mat44*)model, shader, 1); + model_render_pass(m, proj, view, model, shader, -1); } static inline @@ -386216,6 +386360,7 @@ void model_destroy(model_t m) { FREE(m.texture_names[i]); } array_free(m.texture_names); + FREE(m.meshcenters); iqm_t *q = m.iqm; // if(m.mesh) mesh_destroy(m.mesh); @@ -386239,6 +386384,7 @@ unsigned model_getpass() { unsigned model_setpass(unsigned pass) { ASSERT(pass < NUM_RENDER_PASSES); + ASSERT(pass != RENDER_PASS_OVERRIDES_BEGIN && pass != RENDER_PASS_OVERRIDES_END); unsigned old_pass = model_renderpass; model_renderpass = pass; return old_pass; @@ -386304,6 +386450,7 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm unsigned old_pass = model_setpass(RENDER_PASS_LIGHTMAP); for (int b = 0; b < bounces; b++) { + model_setpass(RENDER_PASS_LIGHTMAP); for (int i = 0; i < array_count(lm->models); i++) { model_t *m = lm->models[i]; if (!m->lmdata) { diff --git a/engine/split/v4k_math.c b/engine/split/v4k_math.c index a9d3e74..c626736 100644 --- a/engine/split/v4k_math.c +++ b/engine/split/v4k_math.c @@ -522,6 +522,20 @@ void lookat44(mat44 m, vec3 eye, vec3 center, vec3 up) { m[ 8] = r.z; m[ 9] = u.z; m[10] = -f.z; m[11] = 0; m[12] = -dot3(r, eye); m[13] = -dot3(u, eye); m[14] = dot3(f, eye); m[15] = 1; } +vec3 pos44(mat44 m) { + vec3 position; + + // The camera position is the negation of the translation vector + // transformed by the inverse of the rotation matrix. + // Since the upper-left 3x3 part of the view matrix is orthogonal, + // its inverse is equal to its transpose. + + position.x = -(m[0] * m[12] + m[1] * m[13] + m[2] * m[14]); + position.y = -(m[4] * m[12] + m[5] * m[13] + m[6] * m[14]); + position.z = -(m[8] * m[12] + m[9] * m[13] + m[10] * m[14]); + + return position; +} // --- void translation44(mat44 m, float x, float y, float z) { // identity4 + translate4 m[ 0] = 1.0f; m[ 1] = 0.0f; m[ 2] = 0.0f; m[ 3] = 0.0f; diff --git a/engine/split/v4k_math.h b/engine/split/v4k_math.h index 13d3091..254d567 100644 --- a/engine/split/v4k_math.h +++ b/engine/split/v4k_math.h @@ -243,6 +243,7 @@ API void ortho44(mat44 m, float l, float r, float b, float t, float n, float f); API void frustum44(mat44 m, float l, float r, float b, float t, float n, float f); API void perspective44(mat44 m, float fovy_degrees, float aspect, float nearp, float farp); API void lookat44(mat44 m, vec3 eye, vec3 center, vec3 up); +API vec3 pos44(mat44 m); // --- API void translation44(mat44 m, float x, float y, float z); API void translate44(mat44 m, float x, float y, float z); diff --git a/engine/split/v4k_render.c b/engine/split/v4k_render.c index d2496f2..78220c7 100644 --- a/engine/split/v4k_render.c +++ b/engine/split/v4k_render.c @@ -974,6 +974,16 @@ max_aniso = 4; t->n = n; t->flags = flags; t->filename = t->filename ? t->filename : ""; + 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; + } + } + } return t->id; } @@ -982,7 +992,6 @@ texture_t texture_create(unsigned w, unsigned h, unsigned n, const void *pixels, texture_t texture = {0}; glGenTextures( 1, &texture.id ); texture_update( &texture, w, h, n, pixels, flags ); - texture.transparent = texture.n > 3; // @fixme: should be true only if any pixel.a == 0 return texture; } @@ -3286,12 +3295,12 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, glUniformMatrix4fv( loc, 1, GL_FALSE, vp); } if( (loc = glGetUniformLocation(shader, "u_cam_pos")) >= 0 ) { - vec3 pos = vec3(view[12], view[13], view[14]); + vec3 pos = pos44(view); glUniform3fv( loc, 1, &pos.x ); } else if( (loc = glGetUniformLocation(shader, "cam_pos")) >= 0 ) { - vec3 pos = vec3(view[12], view[13], view[14]); + vec3 pos = pos44(view); glUniform3fv( loc, 1, &pos.x ); } if( (loc = glGetUniformLocation(shader, "u_cam_dir")) >= 0 ) { @@ -3592,9 +3601,13 @@ bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) { q->textures = CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); q->colormaps = CALLOC(hdr->num_meshes * 8, sizeof(vec4)); + m->meshcenters = CALLOC(hdr->num_meshes, sizeof(vec3)); + for(int i = 0; i < (int)hdr->num_meshes; i++) { int invalid = texture_checker().id; q->textures[i] = invalid; + GLfloat *pos = verts[q->meshes[i].first_vertex].position; + m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]); } const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : ""; @@ -3688,7 +3701,7 @@ void model_load_pbr_layer(material_layer_t *layer, const char *texname, bool loa static void model_load_pbr(material_t *mt) { // initialise default colors - mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,0.5); + mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,1.0); 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 @@ -3888,13 +3901,21 @@ void model_set_renderstates(model_t *m) { // Opaque pass renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE]; { - opaque_rs->blend_enabled = 1; - opaque_rs->blend_src = GL_SRC_ALPHA; - opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA; + opaque_rs->blend_enabled = 0; opaque_rs->cull_face_mode = GL_BACK; opaque_rs->front_face = GL_CW; } + // 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; + } + // Shadow pass @todo renderstate_t *shadow_rs = &m->rs[RENDER_PASS_SHADOW]; { @@ -4189,23 +4210,115 @@ void shader_colormap_model_internal(const char *col_name, const char *bool_name, if( c.texture ) shader_texture( tex_name, *c.texture ); } + +typedef struct drawcall_t { + model_t *m; + int mesh; + union { + uint64_t order; + struct { + uint32_t tex; + float distance; + }; + }; +} drawcall_t; + static -void model_draw_call(model_t m, int shader) { +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; +} + +static +void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) { if(!m.iqm) return; iqm_t *q = m.iqm; handle old_shader = last_shader; shader_bind(shader); - renderstate_t *rs = &m.rs[RENDER_PASS_OPAQUE]; - - renderstate_apply(rs); + int rs_idx = model_getpass(); + renderstate_t *rs = &m.rs[rs_idx]; glBindVertexArray( q->vao ); - struct iqmtriangle *tris = NULL; + static array(int) required_rs = 0; + array_resize(required_rs, q->nummeshes); + for(int i = 0; i < q->nummeshes; i++) { struct iqmmesh *im = &q->meshes[i]; + required_rs[i] = rs_idx; + + if (required_rs[i] < RENDER_PASS_OVERRIDES_BEGIN) { + if (m.materials[i].layer[0].map.color.a < 1 || (m.materials[i].layer[0].map.texture && m.materials[i].layer[0].map.texture->transparent)) { + required_rs[i] = RENDER_PASS_TRANSPARENT; + } + if (m.shading == SHADING_PBR && (m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){ + 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++) { + array_push(drawcalls, (drawcall_t){i, 0}); + } + } else { + if(pass == -1 || pass == RENDER_PASS_OPAQUE) { + for(int i = 0; i < q->nummeshes; i++) { + // collect opaque drawcalls + if (required_rs[i] == RENDER_PASS_OPAQUE) { + drawcall_t call; + call.mesh = i; + call.tex = m.textures[i]; + call.distance = -1; + 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++) { + // collect transparent drawcalls + if (required_rs[i] == RENDER_PASS_TRANSPARENT) { + drawcall_t call; + call.mesh = i; + call.tex = m.textures[i]; + + // calculate distance from camera + // @todo: improve me, uses first mesh triangle + { + call.distance = len3(sub3(cam_pos, transform344(model_mat, m.meshcenters[i]))); + } + + 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); + } if (m.shading != SHADING_PBR) { shader_texture_unit("u_texture2d", q->textures[i], texture_unit()); @@ -4244,7 +4357,7 @@ void model_draw_call(model_t m, int shader) { shader_bind(old_shader); } -void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) { +void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass) { if(!m.iqm) return; iqm_t *q = m.iqm; @@ -4257,11 +4370,19 @@ void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, in } model_set_uniforms(m, shader > 0 ? shader : m.program, mv, proj, view, models[0]); - model_draw_call(m, shader > 0 ? shader : m.program); + 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); } void model_render(model_t m, mat44 proj, mat44 view, mat44 model, int shader) { - model_render_instanced(m, proj, view, (mat44*)model, shader, 1); + model_render_pass(m, proj, view, model, shader, -1); } static inline @@ -4600,6 +4721,7 @@ void model_destroy(model_t m) { FREE(m.texture_names[i]); } array_free(m.texture_names); + FREE(m.meshcenters); iqm_t *q = m.iqm; // if(m.mesh) mesh_destroy(m.mesh); @@ -4623,6 +4745,7 @@ unsigned model_getpass() { unsigned model_setpass(unsigned pass) { ASSERT(pass < NUM_RENDER_PASSES); + ASSERT(pass != RENDER_PASS_OVERRIDES_BEGIN && pass != RENDER_PASS_OVERRIDES_END); unsigned old_pass = model_renderpass; model_renderpass = pass; return old_pass; @@ -4688,6 +4811,7 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm unsigned old_pass = model_setpass(RENDER_PASS_LIGHTMAP); for (int b = 0; b < bounces; b++) { + model_setpass(RENDER_PASS_LIGHTMAP); for (int i = 0; i < array_count(lm->models); i++) { model_t *m = lm->models[i]; if (!m->lmdata) { diff --git a/engine/split/v4k_render.h b/engine/split/v4k_render.h index 877ce61..516cde3 100644 --- a/engine/split/v4k_render.h +++ b/engine/split/v4k_render.h @@ -608,8 +608,13 @@ enum SHADING_MODE { enum RENDER_PASS { RENDER_PASS_OPAQUE, + RENDER_PASS_TRANSPARENT, + + RENDER_PASS_OVERRIDES_BEGIN, RENDER_PASS_SHADOW, RENDER_PASS_LIGHTMAP, + RENDER_PASS_CUSTOM, // make sure to apply renderstate before calling this + RENDER_PASS_OVERRIDES_END, NUM_RENDER_PASSES }; @@ -670,6 +675,7 @@ typedef struct model_t { void *verts; int num_verts; void *tris; + vec3 *meshcenters; int num_tris; handle vao, ibo, vbo, vao_instanced; @@ -710,6 +716,8 @@ API void model_skybox(model_t*, skybox_t sky, bool load_sh); API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader); API void model_render_skeleton(model_t, mat44 model); API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count); +API void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass); +API void model_render_pass(model_t m, mat44 proj, mat44 view, mat44 model, int shader, int pass); API void model_set_texture(model_t, texture_t t); API bool model_get_bone_pose(model_t m, unsigned joint, mat34 *out); API void model_destroy(model_t); diff --git a/engine/v4k.c b/engine/v4k.c index 559ee97..f55b5a3 100644 --- a/engine/v4k.c +++ b/engine/v4k.c @@ -12620,6 +12620,20 @@ void lookat44(mat44 m, vec3 eye, vec3 center, vec3 up) { m[ 8] = r.z; m[ 9] = u.z; m[10] = -f.z; m[11] = 0; m[12] = -dot3(r, eye); m[13] = -dot3(u, eye); m[14] = dot3(f, eye); m[15] = 1; } +vec3 pos44(mat44 m) { + vec3 position; + + // The camera position is the negation of the translation vector + // transformed by the inverse of the rotation matrix. + // Since the upper-left 3x3 part of the view matrix is orthogonal, + // its inverse is equal to its transpose. + + position.x = -(m[0] * m[12] + m[1] * m[13] + m[2] * m[14]); + position.y = -(m[4] * m[12] + m[5] * m[13] + m[6] * m[14]); + position.z = -(m[8] * m[12] + m[9] * m[13] + m[10] * m[14]); + + return position; +} // --- void translation44(mat44 m, float x, float y, float z) { // identity4 + translate4 m[ 0] = 1.0f; m[ 1] = 0.0f; m[ 2] = 0.0f; m[ 3] = 0.0f; @@ -17759,6 +17773,16 @@ max_aniso = 4; t->n = n; t->flags = flags; t->filename = t->filename ? t->filename : ""; + 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; + } + } + } return t->id; } @@ -17767,7 +17791,6 @@ texture_t texture_create(unsigned w, unsigned h, unsigned n, const void *pixels, texture_t texture = {0}; glGenTextures( 1, &texture.id ); texture_update( &texture, w, h, n, pixels, flags ); - texture.transparent = texture.n > 3; // @fixme: should be true only if any pixel.a == 0 return texture; } @@ -20071,12 +20094,12 @@ void model_set_uniforms(model_t m, int shader, mat44 mv, mat44 proj, mat44 view, glUniformMatrix4fv( loc, 1, GL_FALSE, vp); } if( (loc = glGetUniformLocation(shader, "u_cam_pos")) >= 0 ) { - vec3 pos = vec3(view[12], view[13], view[14]); + vec3 pos = pos44(view); glUniform3fv( loc, 1, &pos.x ); } else if( (loc = glGetUniformLocation(shader, "cam_pos")) >= 0 ) { - vec3 pos = vec3(view[12], view[13], view[14]); + vec3 pos = pos44(view); glUniform3fv( loc, 1, &pos.x ); } if( (loc = glGetUniformLocation(shader, "u_cam_dir")) >= 0 ) { @@ -20377,9 +20400,13 @@ bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) { q->textures = CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); q->colormaps = CALLOC(hdr->num_meshes * 8, sizeof(vec4)); + m->meshcenters = CALLOC(hdr->num_meshes, sizeof(vec3)); + for(int i = 0; i < (int)hdr->num_meshes; i++) { int invalid = texture_checker().id; q->textures[i] = invalid; + GLfloat *pos = verts[q->meshes[i].first_vertex].position; + m->meshcenters[i] = vec3(pos[0], pos[1], pos[2]); } const char *str = hdr->ofs_text ? (char *)&q->buf[hdr->ofs_text] : ""; @@ -20473,7 +20500,7 @@ void model_load_pbr_layer(material_layer_t *layer, const char *texname, bool loa static void model_load_pbr(material_t *mt) { // initialise default colors - mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,0.5); + mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,1.0); 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 @@ -20673,13 +20700,21 @@ void model_set_renderstates(model_t *m) { // Opaque pass renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE]; { - opaque_rs->blend_enabled = 1; - opaque_rs->blend_src = GL_SRC_ALPHA; - opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA; + opaque_rs->blend_enabled = 0; opaque_rs->cull_face_mode = GL_BACK; opaque_rs->front_face = GL_CW; } + // 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; + } + // Shadow pass @todo renderstate_t *shadow_rs = &m->rs[RENDER_PASS_SHADOW]; { @@ -20974,23 +21009,115 @@ void shader_colormap_model_internal(const char *col_name, const char *bool_name, if( c.texture ) shader_texture( tex_name, *c.texture ); } + +typedef struct drawcall_t { + model_t *m; + int mesh; + union { + uint64_t order; + struct { + uint32_t tex; + float distance; + }; + }; +} drawcall_t; + static -void model_draw_call(model_t m, int shader) { +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; +} + +static +void model_draw_call(model_t m, int shader, int pass, vec3 cam_pos, mat44 model_mat) { if(!m.iqm) return; iqm_t *q = m.iqm; handle old_shader = last_shader; shader_bind(shader); - renderstate_t *rs = &m.rs[RENDER_PASS_OPAQUE]; - - renderstate_apply(rs); + int rs_idx = model_getpass(); + renderstate_t *rs = &m.rs[rs_idx]; glBindVertexArray( q->vao ); - struct iqmtriangle *tris = NULL; + static array(int) required_rs = 0; + array_resize(required_rs, q->nummeshes); + for(int i = 0; i < q->nummeshes; i++) { struct iqmmesh *im = &q->meshes[i]; + required_rs[i] = rs_idx; + + if (required_rs[i] < RENDER_PASS_OVERRIDES_BEGIN) { + if (m.materials[i].layer[0].map.color.a < 1 || (m.materials[i].layer[0].map.texture && m.materials[i].layer[0].map.texture->transparent)) { + required_rs[i] = RENDER_PASS_TRANSPARENT; + } + if (m.shading == SHADING_PBR && (m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.color.a < 1 || (m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture && m.materials[i].layer[MATERIAL_CHANNEL_ALBEDO].map.texture->transparent))){ + 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++) { + array_push(drawcalls, (drawcall_t){i, 0}); + } + } else { + if(pass == -1 || pass == RENDER_PASS_OPAQUE) { + for(int i = 0; i < q->nummeshes; i++) { + // collect opaque drawcalls + if (required_rs[i] == RENDER_PASS_OPAQUE) { + drawcall_t call; + call.mesh = i; + call.tex = m.textures[i]; + call.distance = -1; + 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++) { + // collect transparent drawcalls + if (required_rs[i] == RENDER_PASS_TRANSPARENT) { + drawcall_t call; + call.mesh = i; + call.tex = m.textures[i]; + + // calculate distance from camera + // @todo: improve me, uses first mesh triangle + { + call.distance = len3(sub3(cam_pos, transform344(model_mat, m.meshcenters[i]))); + } + + 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); + } if (m.shading != SHADING_PBR) { shader_texture_unit("u_texture2d", q->textures[i], texture_unit()); @@ -21029,7 +21156,7 @@ void model_draw_call(model_t m, int shader) { shader_bind(old_shader); } -void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count) { +void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass) { if(!m.iqm) return; iqm_t *q = m.iqm; @@ -21042,11 +21169,19 @@ void model_render_instanced(model_t m, mat44 proj, mat44 view, mat44* models, in } model_set_uniforms(m, shader > 0 ? shader : m.program, mv, proj, view, models[0]); - model_draw_call(m, shader > 0 ? shader : m.program); + 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); } void model_render(model_t m, mat44 proj, mat44 view, mat44 model, int shader) { - model_render_instanced(m, proj, view, (mat44*)model, shader, 1); + model_render_pass(m, proj, view, model, shader, -1); } static inline @@ -21385,6 +21520,7 @@ void model_destroy(model_t m) { FREE(m.texture_names[i]); } array_free(m.texture_names); + FREE(m.meshcenters); iqm_t *q = m.iqm; // if(m.mesh) mesh_destroy(m.mesh); @@ -21408,6 +21544,7 @@ unsigned model_getpass() { unsigned model_setpass(unsigned pass) { ASSERT(pass < NUM_RENDER_PASSES); + ASSERT(pass != RENDER_PASS_OVERRIDES_BEGIN && pass != RENDER_PASS_OVERRIDES_END); unsigned old_pass = model_renderpass; model_renderpass = pass; return old_pass; @@ -21473,6 +21610,7 @@ void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm unsigned old_pass = model_setpass(RENDER_PASS_LIGHTMAP); for (int b = 0; b < bounces; b++) { + model_setpass(RENDER_PASS_LIGHTMAP); for (int i = 0; i < array_count(lm->models); i++) { model_t *m = lm->models[i]; if (!m->lmdata) { diff --git a/engine/v4k.h b/engine/v4k.h index 9da1e9f..89e58c9 100644 --- a/engine/v4k.h +++ b/engine/v4k.h @@ -1202,6 +1202,7 @@ API void ortho44(mat44 m, float l, float r, float b, float t, float n, float f); API void frustum44(mat44 m, float l, float r, float b, float t, float n, float f); API void perspective44(mat44 m, float fovy_degrees, float aspect, float nearp, float farp); API void lookat44(mat44 m, vec3 eye, vec3 center, vec3 up); +API vec3 pos44(mat44 m); // --- API void translation44(mat44 m, float x, float y, float z); API void translate44(mat44 m, float x, float y, float z); @@ -3642,8 +3643,13 @@ enum SHADING_MODE { enum RENDER_PASS { RENDER_PASS_OPAQUE, + RENDER_PASS_TRANSPARENT, + + RENDER_PASS_OVERRIDES_BEGIN, RENDER_PASS_SHADOW, RENDER_PASS_LIGHTMAP, + RENDER_PASS_CUSTOM, // make sure to apply renderstate before calling this + RENDER_PASS_OVERRIDES_END, NUM_RENDER_PASSES }; @@ -3704,6 +3710,7 @@ typedef struct model_t { void *verts; int num_verts; void *tris; + vec3 *meshcenters; int num_tris; handle vao, ibo, vbo, vao_instanced; @@ -3744,6 +3751,8 @@ API void model_skybox(model_t*, skybox_t sky, bool load_sh); API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader); API void model_render_skeleton(model_t, mat44 model); API void model_render_instanced(model_t, mat44 proj, mat44 view, mat44 *models, int shader, unsigned count); +API void model_render_instanced_pass(model_t m, mat44 proj, mat44 view, mat44* models, int shader, unsigned count, int pass); +API void model_render_pass(model_t m, mat44 proj, mat44 view, mat44 model, int shader, int pass); API void model_set_texture(model_t, texture_t t); API bool model_get_bone_pose(model_t m, unsigned joint, mat34 *out); API void model_destroy(model_t);