592 lines
14 KiB
C
592 lines
14 KiB
C
#include "render.h"
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#include "camera.h"
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#include "config.h"
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#include "datastream.h"
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#include "debugdraw.h"
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#include "font.h"
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#include "gameobject.h"
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#include "log.h"
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#include "shader.h"
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#include "sprite.h"
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#include "window.h"
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#include "model.h"
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#include "stb_ds.h"
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#include "resources.h"
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#include "yugine.h"
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#include "sokol/sokol_app.h"
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#include "crt.sglsl.h"
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#include "box.sglsl.h"
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#include "shadow.sglsl.h"
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#include "sokol/sokol_gfx.h"
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#include "sokol/sokol_gfx_ext.h"
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#include "msf_gif.h"
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static struct {
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sg_pass pass;
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sg_pass_action pa;
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sg_pipeline pipe;
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sg_bindings bind;
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sg_shader shader;
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sg_image img;
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sg_image depth;
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} sg_gif;
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static struct {
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int w;
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int h;
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int cpf;
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int depth;
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double timer;
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double spf;
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int rec;
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char *buffer;
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} gif;
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MsfGifState gif_state = {};
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void gif_rec_start(int w, int h, int cpf, int bitdepth)
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{
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gif.w = w;
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gif.h = h;
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gif.depth = bitdepth;
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msf_gif_begin(&gif_state, gif.w, gif.h);
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gif.cpf = cpf;
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gif.spf = cpf/100.0;
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gif.rec = 1;
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gif.timer = appTime;
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if (gif.buffer) free(gif.buffer);
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gif.buffer = malloc(gif.w*gif.h*4);
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sg_destroy_image(sg_gif.img);
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sg_destroy_image(sg_gif.depth);
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sg_destroy_pass(sg_gif.pass);
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sg_gif.img = sg_make_image(&(sg_image_desc){
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.render_target = true,
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.width = gif.w,
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.height = gif.h,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.label = "gif rt",
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});
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sg_gif.depth = sg_make_image(&(sg_image_desc){
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.render_target = true,
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.width = gif.w,
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.height = gif.h,
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.pixel_format = SG_PIXELFORMAT_DEPTH,
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.label = "gif depth",
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});
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sg_gif.pass = sg_make_pass(&(sg_pass_desc){
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.color_attachments[0].image = sg_gif.img,
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.depth_stencil_attachment.image = sg_gif.depth
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});
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}
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void gif_rec_end(char *path)
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{
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if (!gif.rec) return;
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MsfGifResult gif_res = msf_gif_end(&gif_state);
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if (gif_res.data) {
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FILE *f = fopen(path, "wb");
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fwrite(gif_res.data, gif_res.dataSize, 1, f);
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fclose(f);
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}
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msf_gif_free(gif_res);
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gif.rec = 0;
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}
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#include "sokol/sokol_app.h"
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#include "HandmadeMath.h"
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int renderMode = LIT;
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struct shader *spriteShader = NULL;
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struct shader *wireframeShader = NULL;
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struct shader *animSpriteShader = NULL;
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static struct shader *textShader;
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struct rgba editorClearColor = {35,60,92,255};
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float shadowLookahead = 8.5f;
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struct rgba gridSmallColor = {
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.r = 255 * 0.35f,
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.g = 255,
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.b = 255 * 0.9f
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};
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struct rgba gridBigColor = {
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.r = 255 * 0.92f,
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.g = 255 * 0.92f,
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.b = 255 * 0.68f
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};
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float gridScale = 500.f;
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float smallGridUnit = 1.f;
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float bigGridUnit = 10.f;
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float gridSmallThickness = 2.f;
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float gridBigThickness = 7.f;
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float gridOpacity = 0.3f;
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// Debug render modes
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bool renderGizmos = false;
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bool showGrid = true;
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bool debugDrawPhysics = false;
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bool renderNav = false;
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// Lighting effect flags
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bool renderAO = true;
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bool renderDynamicShadows = true;
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bool renderRefraction = true;
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bool renderReflection = true;
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///// for editing
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struct gameobject *selectedobject = NULL;
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char objectName[200] = {'\0'}; // object name buffer
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sg_image ddimg;
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void debug_draw_phys(int draw) {
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debugDrawPhysics = draw;
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}
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void opengl_rendermode(enum RenderMode r) {
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renderMode = r;
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}
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sg_pipeline mainpip;
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sg_pass_action pass_action = {0};
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static struct {
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sg_pass_action pass_action;
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sg_pass pass;
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sg_pipeline pipe;
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sg_shader shader;
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} sg_shadow;
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static struct {
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sg_shader shader;
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sg_pipeline pipe;
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sg_bindings bind;
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sg_pass pass;
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sg_image img;
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sg_image depth_img;
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} crt_post;
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void trace_make_image(const sg_image_desc *d, sg_image result, void *data)
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{
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YughInfo("Making image %s", d->label);
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}
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void trace_init_image(sg_image id, const sg_image_desc *d, void *data)
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{
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YughInfo("Init image %s", d->label);
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}
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void trace_make_shader(const sg_shader_desc *d, sg_shader result, void *data)
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{
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if (sg_query_shader_state(result) == SG_RESOURCESTATE_FAILED)
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YughError("FAILED MAKING A SHADER: %s\n%s\n%s", d->label);
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}
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void trace_fail_shader(sg_shader id, void *data)
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{
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YughError("SHADER DID NOT COMPILE");
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}
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void trace_destroy_shader(sg_shader shd, void *data)
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{
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YughInfo("DESTROYED SHADER");
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}
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void trace_fail_image(sg_image id, void *data)
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{
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sg_image_desc desc = sg_query_image_desc(id);
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YughError("Failed to make image %s", desc.label);
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}
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void trace_make_pipeline(const sg_pipeline_desc *d, sg_pipeline result, void *data)
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{
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YughInfo("Making pipeline %s, id %d", d->label, result);
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}
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void trace_apply_pipeline(sg_pipeline pip, void *data)
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{
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YughInfo("Applying pipeline %d", pip);
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}
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void trace_fail_pipeline(sg_pipeline pip, void *data)
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{
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YughError("Failed pipeline %s", sg_query_pipeline_desc(pip).label);
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}
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void trace_make_pass(const sg_pass_desc *d, sg_pass result, void *data)
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{
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YughInfo("Making pass %s", d->label);
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}
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void trace_begin_pass(sg_pass pass, const sg_pass_action *action, void *data)
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{
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}
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static sg_trace_hooks hooks = {
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.fail_shader = trace_fail_shader,
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.make_shader = trace_make_shader,
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.destroy_shader = trace_destroy_shader,
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.fail_image = trace_fail_image,
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.make_image = trace_make_image,
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.init_image = trace_init_image,
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.make_pipeline = trace_make_pipeline,
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.fail_pipeline = trace_fail_pipeline,
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.apply_pipeline = trace_apply_pipeline,
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.begin_pass = trace_begin_pass,
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.make_pass = trace_make_pass,
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};
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void render_init() {
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mainwin.width = sapp_width();
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mainwin.height = sapp_height();
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sg_setup(&(sg_desc){
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.context.d3d11.device = sapp_d3d11_get_device(),
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.context.d3d11.device_context = sapp_d3d11_get_device_context(),
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.context.d3d11.render_target_view_cb = sapp_d3d11_get_render_target_view,
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.context.d3d11.depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view,
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.context.metal.device = sapp_metal_get_device(),
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.context.metal.renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor,
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.context.metal.drawable_cb = sapp_metal_get_drawable,
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.context.color_format = sapp_color_format(),
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.context.depth_format = SG_PIXELFORMAT_DEPTH,
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.context.sample_count = sapp_sample_count(),
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.context.wgpu.device = sapp_wgpu_get_device(),
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.context.wgpu.render_view_cb = sapp_wgpu_get_render_view,
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.context.wgpu.resolve_view_cb = sapp_wgpu_get_resolve_view,
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.context.wgpu.depth_stencil_view_cb = sapp_wgpu_get_depth_stencil_view,
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.mtl_force_managed_storage_mode = 1,
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.logger = {
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.func = sg_logging,
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},
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.buffer_pool_size = 1024,
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});
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sg_trace_hooks hh = sg_install_trace_hooks(&hooks);
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font_init();
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debugdraw_init();
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sprite_initialize();
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model_init();
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sg_color c;
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rgba2floats(&c, editorClearColor);
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pass_action = (sg_pass_action){
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.colors[0] = {.load_action = SG_LOADACTION_CLEAR, .clear_value = c}
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};
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crt_post.shader = sg_make_shader(crt_shader_desc(sg_query_backend()));
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sg_gif.shader = sg_make_shader(box_shader_desc(sg_query_backend()));
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sg_gif.pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = sg_gif.shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_FLOAT2
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}
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},
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.colors[0].pixel_format = SG_PIXELFORMAT_RGBA8,
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.label = "gif pipe",
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});
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crt_post.pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = crt_post.shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_FLOAT2
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}
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},
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.label = "crt post pipeline",
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});
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crt_post.img = sg_make_image(&(sg_image_desc){
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.render_target = true,
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.width = mainwin.width,
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.height = mainwin.height,
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.label = "crt rt",
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});
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crt_post.depth_img = sg_make_image(&(sg_image_desc){
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.render_target = true,
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.width = mainwin.width,
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.height = mainwin.height,
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.pixel_format = SG_PIXELFORMAT_DEPTH,
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.label = "crt depth",
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});
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crt_post.pass = sg_make_pass(&(sg_pass_desc){
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.color_attachments[0].image = crt_post.img,
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.depth_stencil_attachment.image = crt_post.depth_img,
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.label = "crt post pass",
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});
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#if defined SOKOL_GLCORE33 || defined SOKOL_GLES3
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float crt_quad[] = {
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-1, 1, 0, 1,
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-1, -1, 0, 0,
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1, -1, 1, 0,
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-1, 1, 0, 1,
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1, -1, 1, 0,
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1, 1, 1, 1
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};
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#else
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float crt_quad[] = {
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-1, 1, 0, 0,
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-1, -1, 0, 1,
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1, -1, 1, 1,
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-1, 1, 0, 0,
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1, -1, 1, 1,
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1, 1, 1, 0
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};
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#endif
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float gif_quad[] = {
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-1, 1, 0, 1,
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-1, -1, 0, 0,
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1, -1, 1, 0,
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-1, 1, 0, 1,
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1, -1, 1, 0,
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1, 1, 1, 1
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};
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sg_gif.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(gif_quad),
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.data = gif_quad,
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});
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sg_gif.bind.fs.images[0] = crt_post.img;
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sg_gif.bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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crt_post.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(crt_quad),
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.data = crt_quad
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});
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crt_post.bind.fs.images[0] = crt_post.img;
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crt_post.bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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/*
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sg_image_desc shadow_desc = {
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.render_target = true,
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.width = 1024,
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.height = 1024,
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.pixel_format = SG_PIXELFORMAT_R32F,
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};
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sg_image depth_img = sg_make_image(&shadow_desc);
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shadow_desc.pixel_format = sapp_depth_format();
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ddimg = sg_make_image(&shadow_desc);
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sg_shadow.pass = sg_make_pass(&(sg_pass_desc){
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.color_attachments[0].image = depth_img,
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.depth_stencil_attachment.image = ddimg,
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});
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sg_shadow.pass_action = (sg_pass_action) {
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.colors[0] = { .action=SG_ACTION_CLEAR, .value = {1,1,1,1} } };
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sg_shadow.shader = sg_make_shader(shadow_shader_desc(sg_query_backend()));
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sg_shadow.pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = sg_shadow.shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT3,
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}
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},
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.depth = {
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.compare = SG_COMPAREFUNC_LESS_EQUAL,
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.write_enabled = true,
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.pixel_format = sapp_depth_format()
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},
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.colors[0].pixel_format = SG_PIXELFORMAT_R32F,
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.index_type = SG_INDEXTYPE_UINT16,
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.cull_mode = SG_CULLMODE_BACK,
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});
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*/
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}
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void render_winsize()
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{
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sg_destroy_image(crt_post.img);
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sg_destroy_image(crt_post.depth_img);
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sg_destroy_pass(crt_post.pass);
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crt_post.img = sg_make_image(&(sg_image_desc){
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.render_target = true,
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.width = mainwin.width,
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.height = mainwin.height,
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.label = "crt img resize",
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});
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crt_post.depth_img = sg_make_image(&(sg_image_desc){
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.render_target = true,
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.width = mainwin.width,
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.height = mainwin.height,
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.pixel_format = SG_PIXELFORMAT_DEPTH,
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.label = "crt depth resize",
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});
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crt_post.pass = sg_make_pass(&(sg_pass_desc){
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.color_attachments[0].image = crt_post.img,
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.depth_stencil_attachment.image = crt_post.depth_img,
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.label = "crt pass resize",
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});
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crt_post.bind.fs.images[0] = crt_post.img;
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sg_gif.bind.fs.images[0] = crt_post.img;
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}
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static cpBody *camera = NULL;
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void set_cam_body(cpBody *body) {
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camera = body;
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}
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cpVect cam_pos() {
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return camera ? cpBodyGetPosition(camera) : cpvzero;
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}
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static float zoom = 1.f;
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float cam_zoom() { return zoom; }
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void add_zoom(float val) { zoom = val; }
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HMM_Vec2 world2screen(HMM_Vec2 pos)
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{
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pos = HMM_SubV2(pos, HMM_V2(cam_pos().x, cam_pos().y));
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pos = HMM_ScaleV2(pos, 1.0/zoom);
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pos = HMM_AddV2(pos, HMM_V2(mainwin.rwidth/2.0, mainwin.rheight/2.0));
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return pos;
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}
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HMM_Vec2 screen2world(HMM_Vec2 pos)
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{
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pos.Y *= -1;
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pos = HMM_ScaleV2(pos, 1/mainwin.dpi);
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pos = HMM_AddV2(pos, HMM_V2(-mainwin.rwidth/2.0, mainwin.rheight/2.0));
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pos = HMM_ScaleV2(pos, zoom);
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pos = HMM_AddV2(pos, HMM_V2(cam_pos().x, cam_pos().y));
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return pos;
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}
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HMM_Mat4 projection = {0.f};
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HMM_Mat4 hudproj = {0.f};
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HMM_Vec3 dirl_pos = {4, 100, 20};
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void full_2d_pass(struct window *window)
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{
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//////////// 2D projection
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cpVect pos = cam_pos();
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projection = HMM_Orthographic_LH_ZO(
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pos.x - zoom * window->rwidth / 2,
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pos.x + zoom * window->rwidth / 2,
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pos.y - zoom * window->rheight / 2,
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pos.y + zoom * window->rheight / 2, -1.f, 1.f);
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hudproj = HMM_Orthographic_LH_ZO(0, window->rwidth, 0, window->rheight, -1.f, 1.f);
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sprite_draw_all();
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call_draw();
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//// DEBUG
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if (debugDrawPhysics) {
|
|
gameobject_draw_debugs();
|
|
call_debugs();
|
|
}
|
|
debug_flush(&projection);
|
|
text_flush(&projection);
|
|
|
|
////// TEXT && GUI
|
|
debug_nextpass();
|
|
|
|
call_gui();
|
|
debug_flush(&hudproj);
|
|
text_flush(&hudproj);
|
|
sprite_flush();
|
|
}
|
|
|
|
void full_3d_pass(struct window *window)
|
|
{
|
|
HMM_Mat4 model = HMM_M4D(1.f);
|
|
float scale = 0.08;
|
|
model = HMM_MulM4(model, HMM_Scale((HMM_Vec3){scale,scale,scale}));
|
|
|
|
// Shadow pass
|
|
sg_begin_pass(sg_shadow.pass, &sg_shadow.pass_action);
|
|
sg_apply_pipeline(sg_shadow.pipe);
|
|
|
|
HMM_Mat4 light_proj = HMM_Orthographic_RH_ZO(-100.f, 100.f, -100.f, 100.f, 1.f, 100.f);
|
|
HMM_Mat4 light_view = HMM_LookAt_RH(dirl_pos, (HMM_Vec3){0,0,0}, (HMM_Vec3){0,1,0});
|
|
|
|
HMM_Mat4 lsm = HMM_MulM4(light_proj, light_view);
|
|
|
|
HMM_Mat4 subo[2];
|
|
subo[0] = lsm;
|
|
subo[1] = model;
|
|
|
|
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(subo));
|
|
}
|
|
|
|
void openglRender(struct window *window) {
|
|
sg_begin_pass(crt_post.pass, &pass_action);
|
|
full_2d_pass(window);
|
|
sg_end_pass();
|
|
|
|
|
|
if (gif.rec && (appTime - gif.timer) > gif.spf) {
|
|
sg_begin_pass(sg_gif.pass, &pass_action);
|
|
sg_apply_pipeline(sg_gif.pipe);
|
|
sg_apply_bindings(&sg_gif.bind);
|
|
sg_draw(0,6,1);
|
|
sg_end_pass();
|
|
|
|
gif.timer = appTime;
|
|
sg_query_image_pixels(sg_gif.img, crt_post.bind.fs.samplers[0], gif.buffer, gif.w*gif.h*4);
|
|
msf_gif_frame(&gif_state, gif.buffer, gif.cpf, gif.depth, gif.w * -4);
|
|
}
|
|
|
|
sg_begin_default_pass(&pass_action, window->width, window->height);
|
|
sg_apply_pipeline(crt_post.pipe);
|
|
sg_apply_bindings(&crt_post.bind);
|
|
sg_draw(0,6,1);
|
|
|
|
sg_end_pass();
|
|
|
|
sg_commit();
|
|
|
|
debug_newframe();
|
|
}
|
|
|
|
sg_shader sg_compile_shader(const char *v, const char *f, sg_shader_desc *d)
|
|
{
|
|
YughInfo("Making shader with %s and %s", v, f);
|
|
char *vs = slurp_text(v, NULL);
|
|
char *fs = slurp_text(f, NULL);
|
|
|
|
d->vs.source = vs;
|
|
d->fs.source = fs;
|
|
d->label = v;
|
|
|
|
sg_shader ret = sg_make_shader(d);
|
|
|
|
free(vs);
|
|
free(fs);
|
|
return ret;
|
|
}
|