prosperon/source/engine/render.c

508 lines
11 KiB
C

#include "render.h"
#include "camera.h"
#include "config.h"
#include "datastream.h"
#include "debugdraw.h"
#include "font.h"
#include "gameobject.h"
#include "log.h"
#include "nuke.h"
#include "shader.h"
#include "sprite.h"
#include "window.h"
#include "model.h"
#include "stb_ds.h"
#include "stb_image_resize.h";
#include "resources.h"
#include "yugine.h"
#define SOKOL_GFX_IMPL
#include "sokol/sokol_gfx.h"
#define SOKOL_GFX_EXT_IMPL
#include "sokol/sokol_gfx_ext.h"
#define MSF_GIF_IMPL
#include "msf_gif.h"
static struct {
sg_pass pass;
sg_pass_action pa;
sg_pipeline pipe;
sg_bindings bind;
sg_shader shader;
sg_image img;
sg_image depth;
} sg_gif;
static struct {
int w;
int h;
int cpf;
int depth;
double timer;
double spf;
int rec;
char *buffer;
} gif;
MsfGifState gif_state = {};
void gif_rec_start(int w, int h, int cpf, int bitdepth)
{
gif.w = w;
gif.h = h;
gif.depth = bitdepth;
msf_gif_begin(&gif_state, gif.w, gif.h);
gif.cpf = cpf;
gif.spf = cpf/100.0;
gif.rec = 1;
gif.timer = appTime;
if (gif.buffer) free(gif.buffer);
gif.buffer = malloc(gif.w*gif.h*4);
sg_destroy_image(sg_gif.img);
sg_destroy_image(sg_gif.depth);
sg_destroy_pass(sg_gif.pass);
sg_gif.img = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = gif.w,
.height = gif.h,
});
sg_gif.depth = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = gif.w,
.height = gif.h,
.pixel_format = SG_PIXELFORMAT_DEPTH_STENCIL
});
sg_gif.pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = sg_gif.img,
.depth_stencil_attachment.image = sg_gif.depth
});
}
void gif_rec_end(char *path)
{
if (!gif.rec) return;
MsfGifResult gif_res = msf_gif_end(&gif_state);
if (gif_res.data) {
FILE *f = fopen(path, "wb");
fwrite(gif_res.data, gif_res.dataSize, 1, f);
fclose(f);
}
msf_gif_free(gif_res);
gif.rec = 0;
}
#include "sokol/sokol_app.h"
#include "HandmadeMath.h"
int renderMode = LIT;
struct shader *spriteShader = NULL;
struct shader *wireframeShader = NULL;
struct shader *animSpriteShader = NULL;
static struct shader *textShader;
struct rgba editorClearColor = {35,60,92,255};
float shadowLookahead = 8.5f;
struct rgba gridSmallColor = {
.r = 255 * 0.35f,
.g = 255,
.b = 255 * 0.9f
};
struct rgba gridBigColor = {
.r = 255 * 0.92f,
.g = 255 * 0.92f,
.b = 255 * 0.68f
};
float gridScale = 500.f;
float smallGridUnit = 1.f;
float bigGridUnit = 10.f;
float gridSmallThickness = 2.f;
float gridBigThickness = 7.f;
float gridOpacity = 0.3f;
// Debug render modes
bool renderGizmos = false;
bool showGrid = true;
bool debugDrawPhysics = false;
bool renderNav = false;
// Lighting effect flags
bool renderAO = true;
bool renderDynamicShadows = true;
bool renderRefraction = true;
bool renderReflection = true;
///// for editing
struct gameobject *selectedobject = NULL;
char objectName[200] = {'\0'}; // object name buffer
sg_image ddimg;
void debug_draw_phys(int draw) {
debugDrawPhysics = draw;
}
void opengl_rendermode(enum RenderMode r) {
renderMode = r;
}
sg_pipeline mainpip;
sg_pass_action pass_action = {0};
static struct {
sg_pass_action pass_action;
sg_pass pass;
sg_pipeline pipe;
sg_shader shader;
} sg_shadow;
static struct {
sg_shader shader;
sg_pipeline pipe;
sg_bindings bind;
sg_pass pass;
sg_image img;
sg_image depth_img;
} crt_post;
void trace_make_shader(sg_shader_desc *d, sg_shader result, void *data)
{
if (sg_query_shader_state(result) == SG_RESOURCESTATE_FAILED)
YughError("FAILED MAKING A SHADER: %s\n%s\n%s", d->label);
}
void trace_fail_shader(sg_shader id, void *data)
{
YughWarn("SHADER DID NOT COMPILE");
}
void trace_destroy_shader(sg_shader shd, void *data)
{
YughWarn("DESTROYED SHADER");
}
static sg_trace_hooks hooks = {
.fail_shader = trace_fail_shader,
.make_shader = trace_make_shader,
.destroy_shader = trace_destroy_shader,
};
void render_init() {
mainwin.width = sapp_width();
mainwin.height = sapp_height();
sg_setup(&(sg_desc){
.logger = {
.func = sg_logging,
.user_data = NULL,
},
.buffer_pool_size = 1024,
.context.sample_count = 1,
});
sg_trace_hooks hh = sg_install_trace_hooks(&hooks);
font_init();
debugdraw_init();
sprite_initialize();
nuke_init(&mainwin);
model_init();
sg_color c;
rgba2floats(&c, editorClearColor);
pass_action = (sg_pass_action){
.colors[0] = {.action = SG_ACTION_CLEAR, .value = c}
};
crt_post.shader = sg_compile_shader("shaders/postvert.glsl", "shaders/crtfrag.glsl", &(sg_shader_desc){
.fs.images[0] = {
.name = "diffuse_texture",
.image_type = SG_IMAGETYPE_2D,
.sampler_type = SG_SAMPLERTYPE_FLOAT
}
});
sg_gif.shader = sg_compile_shader("shaders/postvert.glsl", "shaders/box.glsl", &(sg_shader_desc){
.fs.images[0] = {
.name = "diffuse_texture",
.image_type = SG_IMAGETYPE_2D,
.sampler_type = SG_SAMPLERTYPE_FLOAT
}
});
sg_gif.pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = sg_gif.shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2,
[1].format = SG_VERTEXFORMAT_FLOAT2
}
}
});
crt_post.pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = crt_post.shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2,
[1].format = SG_VERTEXFORMAT_FLOAT2
}
}
});
crt_post.img = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = mainwin.width,
.height = mainwin.height,
});
crt_post.depth_img = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = mainwin.width,
.height = mainwin.height,
.pixel_format = SG_PIXELFORMAT_DEPTH_STENCIL
});
crt_post.pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = crt_post.img,
.depth_stencil_attachment.image = crt_post.depth_img,
});
sg_gif.pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = sg_gif.img,
.depth_stencil_attachment.image = sg_gif.depth
});
float crt_quad[] = {
-1, 1, 0, 1,
-1, -1, 0, 0,
1, -1, 1, 0,
-1, 1, 0, 1,
1, -1, 1, 0,
1, 1, 1, 1
};
crt_post.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(crt_quad),
.data = crt_quad
});
crt_post.bind.fs_images[0] = crt_post.img;
/*
sg_image_desc shadow_desc = {
.render_target = true,
.width = 1024,
.height = 1024,
.pixel_format = SG_PIXELFORMAT_R32F,
};
sg_image depth_img = sg_make_image(&shadow_desc);
shadow_desc.pixel_format = SG_PIXELFORMAT_DEPTH;
ddimg = sg_make_image(&shadow_desc);
sg_shadow.pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = depth_img,
.depth_stencil_attachment.image = ddimg,
});
sg_shadow.pass_action = (sg_pass_action) {
.colors[0] = { .action=SG_ACTION_CLEAR, .value = {1,1,1,1} } };
sg_shadow.shader = sg_compile_shader("shaders/shadowvert.glsl", "shaders/shadowfrag.glsl", &(sg_shader_desc){
.vs.uniform_blocks[0] = {
.size = sizeof(float) * 16 * 2,
.uniforms = {
[0] = {.name = "lightSpaceMatrix", .type = SG_UNIFORMTYPE_MAT4},
[1] = {.name = "model", .type = SG_UNIFORMTYPE_MAT4},
}
}
});
sg_shadow.pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = sg_shadow.shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT3,
}
},
.depth = {
.compare = SG_COMPAREFUNC_LESS_EQUAL,
.write_enabled = true,
.pixel_format = SG_PIXELFORMAT_DEPTH
},
.colors[0].pixel_format = SG_PIXELFORMAT_R32F,
.index_type = SG_INDEXTYPE_UINT16,
.cull_mode = SG_CULLMODE_BACK,
});
*/
}
void render_winsize()
{
sg_destroy_image(crt_post.img);
sg_destroy_image(crt_post.depth_img);
sg_destroy_pass(crt_post.pass);
crt_post.img = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = mainwin.width,
.height = mainwin.height
});
crt_post.depth_img = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = mainwin.width,
.height = mainwin.height,
.pixel_format = SG_PIXELFORMAT_DEPTH_STENCIL
});
crt_post.pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = crt_post.img,
.depth_stencil_attachment.image = crt_post.depth_img,
});
crt_post.bind.fs_images[0] = crt_post.img;
}
static cpBody *camera = NULL;
void set_cam_body(cpBody *body) {
camera = body;
}
cpVect cam_pos() {
return camera ? cpBodyGetPosition(camera) : cpvzero;
}
static float zoom = 1.f;
float cam_zoom() { return zoom; }
void add_zoom(float val) { zoom = val; }
HMM_Mat4 projection = {0.f};
HMM_Mat4 hudproj = {0.f};
HMM_Vec3 dirl_pos = {4, 100, 20};
void full_2d_pass(struct window *window)
{
//////////// 2D projection
cpVect pos = cam_pos();
projection = HMM_Orthographic_RH_NO(
pos.x - zoom * window->width / 2,
pos.x + zoom * window->width / 2,
pos.y - zoom * window->height / 2,
pos.y + zoom * window->height / 2, -1.f, 1.f);
hudproj = HMM_Orthographic_RH_NO(0, window->width, 0, window->height, -1.f, 1.f);
sprite_draw_all();
sprite_flush();
call_draw();
//// DEBUG
if (debugDrawPhysics) {
gameobject_draw_debugs();
call_debugs();
}
debug_flush(&projection);
text_flush(&projection);
////// TEXT && GUI
debug_nextpass();
nuke_start();
call_gui();
debug_flush(&hudproj);
text_flush(&hudproj);
call_nk_gui();
nuke_end();
}
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(&crt_post.bind);
sg_draw(0,6,1);
sg_end_pass();
gif.timer = appTime;
sg_query_image_pixels(sg_gif.img, 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;
}