engine/src/Render.zig

671 lines
24 KiB
Zig

const std = @import("std");
const gl = @import("gl.zig");
const c = @import("sdl.zig");
const AssetManager = @import("AssetManager.zig");
const a = @import("asset_manifest");
const globals = @import("globals.zig");
pub const Material = @import("formats.zig").Material;
const math = @import("math.zig");
const za = @import("zalgebra");
const Vec2 = za.Vec2;
const Vec3 = za.Vec3;
const Vec4 = za.Vec4;
const Mat4 = za.Mat4;
const Quat = za.Quat;
pub const MAX_FRAMES_QUEUED = 3;
pub const MAX_POINT_LIGHTS = 8;
pub const MAX_DRAW_COMMANDS = 4096;
pub const Render = @This();
var default_camera: Camera = .{};
allocator: std.mem.Allocator,
frame_arena: std.mem.Allocator,
assetman: *AssetManager,
camera: *Camera = &default_camera,
mesh_vao: gl.GLuint = 0,
tripple_buffer_index: usize = MAX_FRAMES_QUEUED - 1,
gl_fences: [MAX_FRAMES_QUEUED]?gl.GLsync = [_]?gl.GLsync{null} ** MAX_FRAMES_QUEUED,
camera_ubo: gl.GLuint = 0,
camera_matrices: []u8 = &.{},
point_lights_ubo: gl.GLuint = 0,
point_lights: []u8 = &.{},
command_buffer: [MAX_DRAW_COMMANDS]DrawCommand = undefined,
command_count: usize = 0,
ubo_align: usize = 0,
shadow_vao: gl.GLuint = 0,
shadow_texture_array: gl.GLuint = 0,
shadow_texture_handle: gl.GLuint64 = 0,
shadow_framebuffer: gl.GLuint = 0,
shadow_matrices_buffer: gl.GLuint = 0,
shadow_matrices: CameraMatrices = .{},
cube_shadow_texture_array: gl.GLuint = 0,
cube_shadow_texture_handle: gl.GLuint64 = 0,
cube_shadow_framebuffer: gl.GLuint = 0,
pub fn init(allocator: std.mem.Allocator, frame_arena: std.mem.Allocator, assetman: *AssetManager) Render {
var render = Render{
.allocator = allocator,
.frame_arena = frame_arena,
.assetman = assetman,
};
var buffer_align_int: gl.GLint = 0;
gl.getIntegerv(gl.UNIFORM_BUFFER_OFFSET_ALIGNMENT, &buffer_align_int);
if (buffer_align_int == 0) @panic("Failed to query GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT");
render.ubo_align = @intCast(buffer_align_int);
{
// MESH VAO
var vao: gl.GLuint = 0;
gl.createVertexArrays(1, &vao);
std.debug.assert(vao != 0);
render.mesh_vao = vao;
// positions
// gl.vertexArrayVertexBuffer(vao, 0, vertices, 0, @sizeOf(formats.Vector3));
gl.enableVertexArrayAttrib(vao, Attrib.Position.value());
gl.vertexArrayAttribBinding(vao, Attrib.Position.value(), 0);
gl.vertexArrayAttribFormat(vao, Attrib.Position.value(), 3, gl.FLOAT, gl.FALSE, 0);
// normals
gl.enableVertexArrayAttrib(vao, Attrib.Normal.value());
gl.vertexArrayAttribBinding(vao, Attrib.Normal.value(), 1);
gl.vertexArrayAttribFormat(vao, Attrib.Normal.value(), 3, gl.FLOAT, gl.FALSE, 0);
// tangents
gl.enableVertexArrayAttrib(vao, Attrib.Tangent.value());
gl.vertexArrayAttribBinding(vao, Attrib.Tangent.value(), 3);
gl.vertexArrayAttribFormat(vao, Attrib.Tangent.value(), 3, gl.FLOAT, gl.FALSE, 0);
// uvs
gl.enableVertexArrayAttrib(vao, Attrib.UV.value());
gl.vertexArrayAttribBinding(vao, Attrib.UV.value(), 2);
gl.vertexArrayAttribFormat(vao, Attrib.UV.value(), 2, gl.FLOAT, gl.FALSE, 0);
}
const PERSISTENT_BUFFER_FLAGS: gl.GLbitfield = gl.MAP_PERSISTENT_BIT | gl.MAP_WRITE_BIT | gl.MAP_COHERENT_BIT;
// Camera matrices ubo
{
gl.createBuffers(1, &render.camera_ubo);
std.debug.assert(render.camera_ubo != 0);
const buf_size = render.uboAlignedSizeOf(CameraMatrices) * MAX_FRAMES_QUEUED;
gl.namedBufferStorage(
render.camera_ubo,
@intCast(buf_size),
null,
PERSISTENT_BUFFER_FLAGS,
);
const camera_matrices_c: [*]u8 = @ptrCast(gl.mapNamedBufferRange(
render.camera_ubo,
0,
@intCast(buf_size),
PERSISTENT_BUFFER_FLAGS,
) orelse {
checkGLError();
@panic("bind camera_ubo");
});
render.camera_matrices = camera_matrices_c[0..buf_size];
}
// Point lights ubo
{
gl.createBuffers(1, &render.point_lights_ubo);
std.debug.assert(render.camera_ubo != 0);
const buf_size = render.uboAlignedSizeOf(PointLightArray) * MAX_FRAMES_QUEUED;
gl.namedBufferStorage(
render.point_lights_ubo,
@intCast(buf_size),
null,
PERSISTENT_BUFFER_FLAGS,
);
const point_lights_c: [*]u8 = @ptrCast(gl.mapNamedBufferRange(
render.point_lights_ubo,
0,
@intCast(buf_size),
PERSISTENT_BUFFER_FLAGS,
) orelse {
checkGLError();
@panic("bind point_lights_ubo");
});
render.point_lights = point_lights_c[0..buf_size];
}
{
// 2D Shadow texture array
{
gl.createTextures(gl.TEXTURE_2D_ARRAY, 1, &render.shadow_texture_array);
checkGLError();
std.debug.assert(render.shadow_texture_array != 0);
gl.textureStorage3D(render.shadow_texture_array, 1, gl.DEPTH_COMPONENT16, 2048, 2048, 1);
checkGLError();
gl.textureParameteri(render.shadow_texture_array, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
gl.textureParameteri(render.shadow_texture_array, gl.TEXTURE_COMPARE_FUNC, gl.LESS);
gl.textureParameteri(render.shadow_texture_array, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER);
gl.textureParameteri(render.shadow_texture_array, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER);
gl.textureParameteri(render.shadow_texture_array, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.textureParameteri(render.shadow_texture_array, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.textureParameterfv(render.shadow_texture_array, gl.TEXTURE_BORDER_COLOR, @ptrCast(&Vec4.one().data));
}
// First shadow texture handle
{
render.shadow_texture_handle = gl.GL_ARB_bindless_texture.getTextureHandleARB(render.shadow_texture_array);
checkGLError();
std.debug.assert(render.shadow_texture_handle != 0);
gl.GL_ARB_bindless_texture.makeTextureHandleResidentARB(render.shadow_texture_handle);
checkGLError();
}
// Cube Shadow texture array
{
gl.createTextures(gl.TEXTURE_CUBE_MAP_ARRAY, 1, &render.cube_shadow_texture_array);
checkGLError();
std.debug.assert(render.cube_shadow_texture_array != 0);
gl.textureStorage3D(render.cube_shadow_texture_array, 1, gl.DEPTH_COMPONENT16, 512, 512, MAX_POINT_LIGHTS * 6);
checkGLError();
gl.textureParameteri(render.cube_shadow_texture_array, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
gl.textureParameteri(render.cube_shadow_texture_array, gl.TEXTURE_COMPARE_FUNC, gl.LESS);
gl.textureParameteri(render.cube_shadow_texture_array, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.textureParameteri(render.cube_shadow_texture_array, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.textureParameteri(render.cube_shadow_texture_array, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.textureParameteri(render.cube_shadow_texture_array, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.textureParameteri(render.cube_shadow_texture_array, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE);
}
// Cube Shadow array handle
{
render.cube_shadow_texture_handle = gl.GL_ARB_bindless_texture.getTextureHandleARB(render.cube_shadow_texture_array);
checkGLError();
std.debug.assert(render.cube_shadow_texture_handle != 0);
gl.GL_ARB_bindless_texture.makeTextureHandleResidentARB(render.cube_shadow_texture_handle);
checkGLError();
}
// Shadow FBO
{
gl.createFramebuffers(1, &render.shadow_framebuffer);
checkGLError();
std.debug.assert(render.shadow_framebuffer != 0);
}
gl.namedFramebufferTextureLayer(render.shadow_framebuffer, gl.DEPTH_ATTACHMENT, render.shadow_texture_array, 0, 0);
const check_fbo_status = gl.checkNamedFramebufferStatus(render.shadow_framebuffer, gl.DRAW_FRAMEBUFFER);
if (check_fbo_status != gl.FRAMEBUFFER_COMPLETE) {
std.log.debug("Shadow Framebuffer Incomplete: {}\n", .{check_fbo_status});
}
gl.createBuffers(1, &render.shadow_matrices_buffer);
gl.namedBufferStorage(
render.shadow_matrices_buffer,
@sizeOf(CameraMatrices),
null,
gl.DYNAMIC_STORAGE_BIT,
);
// SHADOW VAO
var vao: gl.GLuint = 0;
gl.createVertexArrays(1, &vao);
std.debug.assert(vao != 0);
render.shadow_vao = vao;
// positions
// gl.vertexArrayVertexBuffer(vao, 0, vertices, 0, @sizeOf(formats.Vector3));
gl.enableVertexArrayAttrib(vao, Attrib.Position.value());
gl.vertexArrayAttribBinding(vao, Attrib.Position.value(), 0);
gl.vertexArrayAttribFormat(vao, Attrib.Position.value(), 3, gl.FLOAT, gl.FALSE, 0);
}
return render;
}
pub fn begin(self: *Render) void {
self.command_count = 0;
self.tripple_buffer_index = (self.tripple_buffer_index + 1) % MAX_FRAMES_QUEUED;
gl.enable(gl.CULL_FACE);
gl.enable(gl.DEPTH_TEST);
if (self.gl_fences[self.tripple_buffer_index]) |fence| {
const syncResult = gl.clientWaitSync(fence, gl.SYNC_FLUSH_COMMANDS_BIT, 9999999999);
switch (syncResult) {
gl.ALREADY_SIGNALED => {
// awesome
},
gl.TIMEOUT_EXPIRED => {
// oh no, driver will crash soon :(
std.log.err("OpenGL clientWaitSync timeout expired D:\n", .{});
checkGLError();
},
gl.CONDITION_SATISFIED => {
// awesome
},
gl.WAIT_FAILED => {
checkGLError();
},
else => unreachable,
}
gl.deleteSync(fence);
self.gl_fences[self.tripple_buffer_index] = null;
}
}
pub fn getPointLights(self: *Render) *PointLightArray {
return @alignCast(@ptrCast(self.point_lights[self.tripple_buffer_index * self.uboAlignedSizeOf(PointLightArray) ..].ptr));
}
pub fn flushUBOs(self: *Render) void {
const idx = self.tripple_buffer_index;
// gl.flushMappedNamedBufferRange(self.point_lights_ubo, idx * @sizeOf(PointLightArray), @sizeOf(PointLightArray));
gl.bindBufferRange(
gl.UNIFORM_BUFFER,
UBO.PointLights.value(),
self.point_lights_ubo,
idx * self.uboAlignedSizeOf(PointLightArray),
@intCast(self.uboAlignedSizeOf(PointLightArray)),
);
checkGLError();
}
pub fn draw(self: *Render, cmd: DrawCommand) void {
self.command_buffer[self.command_count] = cmd;
self.command_count += 1;
}
pub fn finish(self: *Render) void {
const ginit = globals.g_init;
const lights = self.getPointLights();
// Light shadow maps
{
gl.bindVertexArray(self.shadow_vao);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, self.shadow_framebuffer);
for (lights.lights[0..lights.count], 0..) |*light, i| {
gl.useProgram(self.assetman.resolveShaderProgram(a.ShaderPrograms.shaders.shadow).program);
// Directional light
if (std.math.approxEqAbs(f32, light.pos.w(), 0, std.math.floatEps(f32))) {
gl.namedFramebufferTextureLayer(self.shadow_framebuffer, gl.DEPTH_ATTACHMENT, self.shadow_texture_array, 0, 0);
const check_fbo_status = gl.checkNamedFramebufferStatus(self.shadow_framebuffer, gl.DRAW_FRAMEBUFFER);
if (check_fbo_status != gl.FRAMEBUFFER_COMPLETE) {
std.log.debug("Shadow Framebuffer Incomplete: {}\n", .{check_fbo_status});
}
gl.viewport(0, 0, 2048, 2048);
const camera_matrix = &self.shadow_matrices;
camera_matrix.* = .{
.projection = Mat4.orthographic(-2, 2, -2, 2, -5, 5),
.view = Mat4.lookAt(
Vec3.new(light.pos.x(), light.pos.y(), light.pos.z()).scale(-1),
Vec3.zero(),
Vec3.up(),
),
};
light.shadow_vp = camera_matrix.projection.mul(camera_matrix.view);
gl.namedBufferSubData(self.shadow_matrices_buffer, 0, @sizeOf(CameraMatrices), std.mem.asBytes(&self.shadow_matrices));
checkGLError();
gl.clear(gl.DEPTH_BUFFER_BIT);
gl.bindBufferBase(gl.UNIFORM_BUFFER, UBO.CameraMatrices.value(), self.shadow_matrices_buffer);
self.renderShadow();
} else {
// Point Light
gl.useProgram(self.assetman.resolveShaderProgram(a.ShaderPrograms.shaders.cube_shadow).program);
const pos = Vec3.new(light.pos.x(), light.pos.y(), light.pos.z());
light.shadow_vp = Mat4.fromTranslate(pos.negate());
// For each cube face
for (cube_camera_dirs, 0..) |cam_dir, face| {
gl.namedFramebufferTextureLayer(self.shadow_framebuffer, gl.DEPTH_ATTACHMENT, self.cube_shadow_texture_array, 0, @intCast(i * 6 + face));
const check_fbo_status = gl.checkNamedFramebufferStatus(self.shadow_framebuffer, gl.DRAW_FRAMEBUFFER);
if (check_fbo_status != gl.FRAMEBUFFER_COMPLETE) {
std.log.debug("Shadow Framebuffer Incomplete: {}\n", .{check_fbo_status});
}
gl.viewport(0, 0, 512, 512);
const near_far = Vec2.new(0.1, 10);
const camera_matrix = &self.shadow_matrices;
camera_matrix.* = .{
.projection = Mat4.perspective(90, 1, near_far.x(), near_far.y()),
.view = Mat4.lookAt(
pos,
pos.add(cam_dir.target),
cam_dir.up,
),
};
light.near_far = near_far;
gl.uniform2f(Uniform.NearFarPlanes.value(), near_far.x(), near_far.y());
gl.namedBufferSubData(self.shadow_matrices_buffer, 0, @sizeOf(CameraMatrices), std.mem.asBytes(&self.shadow_matrices));
checkGLError();
gl.clear(gl.DEPTH_BUFFER_BIT);
gl.bindBufferBase(gl.UNIFORM_BUFFER, UBO.CameraMatrices.value(), self.shadow_matrices_buffer);
self.renderShadow();
}
}
}
}
// Light world space to view space
for (lights.lights[0..lights.count]) |*light| {
light.pos = self.camera.view_mat.mulByVec4(light.pos);
}
var width: c_int = 0;
var height: c_int = 0;
c.SDL_GL_GetDrawableSize(globals.g_init.window, &width, &height);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, 0);
gl.viewport(0, 0, width, height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const projection = self.camera.projection();
{
const camera_matrix: *CameraMatrices = @alignCast(@ptrCast(self.camera_matrices[self.tripple_buffer_index * self.uboAlignedSizeOf(CameraMatrices) ..].ptr));
camera_matrix.* = .{
.projection = projection,
.view = self.camera.view_mat,
};
//gl.flushMappedNamedBufferRange(self.camera_ubo, idx * @sizeOf(CameraMatrices), @sizeOf(CameraMatrices));
gl.bindBufferRange(
gl.UNIFORM_BUFFER,
UBO.CameraMatrices.value(),
self.camera_ubo,
self.tripple_buffer_index * self.uboAlignedSizeOf(CameraMatrices),
@intCast(self.uboAlignedSizeOf(CameraMatrices)),
);
checkGLError();
}
gl.useProgram(self.assetman.resolveShaderProgram(a.ShaderPrograms.shaders.mesh).program);
gl.bindVertexArray(self.mesh_vao);
//const inv_view_mat = self.camera.view_mat.inv();
// const world_camera_frustum = math.Frustum.perspective(
// self.camera.fovy,
// self.camera.aspect,
// self.camera.near,
// self.camera.far,
// ).transform(&inv_view_mat);
const view_proj = projection.mul(self.camera.view_mat);
var rendered_count: usize = 0;
for (self.command_buffer[0..self.command_count]) |*cmd| {
const mesh = self.assetman.resolveMesh(cmd.mesh);
const aabb = math.AABB.fromMinMax(mesh.aabb.min, mesh.aabb.max);
const mvp = view_proj.mul(cmd.transform);
if (!math.checkAABBIntersectionNDC(&aabb, &mvp)) {
continue;
}
rendered_count += 1;
const material: Material = if (cmd.material_override) |mat| mat else mesh.material;
gl.uniformMatrix4fv(Uniform.ModelMatrix.value(), 1, gl.FALSE, @ptrCast(&cmd.transform.data));
{
gl.uniform3fv(Uniform.Color.value(), 1, @ptrCast(&material.albedo.data));
const albedo_map = self.assetman.resolveTexture(material.albedo_map);
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
Uniform.AlbedoMap.value(),
albedo_map.handle,
);
gl.uniform2fv(Uniform.AlbedoMapUVScale.value(), 1, @ptrCast(&albedo_map.uv_scale.data));
}
{
const normal_map = self.assetman.resolveTexture(material.normal_map);
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
Uniform.NormalMap.value(),
normal_map.handle,
);
gl.uniform2fv(Uniform.NormalMapUVScale.value(), 1, @ptrCast(&normal_map.uv_scale.data));
}
{
gl.uniform1fv(Uniform.Metallic.value(), 1, &material.metallic);
const metallic_map = self.assetman.resolveTexture(material.metallic_map);
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
Uniform.MetallicMap.value(),
metallic_map.handle,
);
gl.uniform2fv(Uniform.MetallicMapUVScale.value(), 1, @ptrCast(&metallic_map.uv_scale.data));
}
{
gl.uniform1fv(Uniform.Roughness.value(), 1, &material.roughness);
const roughness_map = self.assetman.resolveTexture(material.roughness_map);
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
Uniform.RoughnessMap.value(),
roughness_map.handle,
);
gl.uniform2fv(Uniform.RoughnessMapUVScale.value(), 1, @ptrCast(&roughness_map.uv_scale.data));
}
{
gl.uniform1fv(Uniform.Emission.value(), 1, &material.emission);
const emission_map = self.assetman.resolveTexture(material.emission_map);
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
Uniform.EmissionMap.value(),
emission_map.handle,
);
gl.uniform2fv(Uniform.EmissionMapUVScale.value(), 1, @ptrCast(&emission_map.uv_scale.data));
}
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(Uniform.ShadowMap2D.value(), self.shadow_texture_handle);
gl.GL_ARB_bindless_texture.uniformHandleui64ARB(Uniform.ShadowMapCube.value(), self.cube_shadow_texture_handle);
mesh.positions.bind(Render.Attrib.Position.value());
mesh.normals.bind(Render.Attrib.Normal.value());
mesh.tangents.bind(Render.Attrib.Tangent.value());
mesh.uvs.bind(Render.Attrib.UV.value());
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.indices.buffer);
gl.drawElements(
gl.TRIANGLES,
mesh.indices.count,
mesh.indices.type,
@ptrFromInt(mesh.indices.offset),
);
}
std.log.debug("Total draws {}, frustum culled draws {}\n", .{ self.command_count, rendered_count });
self.gl_fences[self.tripple_buffer_index] = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
c.SDL_GL_SwapWindow(ginit.window);
c.SDL_Delay(1);
}
const CubeCameraDir = struct {
face: gl.GLenum,
target: Vec3,
up: Vec3,
};
const cube_camera_dirs = [6]CubeCameraDir{
.{
.face = gl.TEXTURE_CUBE_MAP_POSITIVE_X,
.target = Vec3.right(),
.up = Vec3.down(),
},
.{
.face = gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
.target = Vec3.left(),
.up = Vec3.down(),
},
.{
.face = gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
.target = Vec3.up(),
.up = Vec3.forward(),
},
.{
.face = gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
.target = Vec3.down(),
.up = Vec3.back(),
},
.{
.face = gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
.target = Vec3.forward(),
.up = Vec3.down(),
},
.{
.face = gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,
.target = Vec3.back(),
.up = Vec3.down(),
},
};
fn renderShadow(self: *Render) void {
for (self.command_buffer[0..self.command_count]) |*cmd| {
const mesh = self.assetman.resolveMesh(cmd.mesh);
gl.uniformMatrix4fv(Uniform.ModelMatrix.value(), 1, gl.FALSE, @ptrCast(&cmd.transform.data));
mesh.positions.bind(Render.Attrib.Position.value());
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.indices.buffer);
gl.drawElements(
gl.TRIANGLES,
mesh.indices.count,
mesh.indices.type,
@ptrFromInt(mesh.indices.offset),
);
}
}
pub fn checkGLError() void {
var err = gl.getError();
if (err == gl.NO_ERROR) return;
while (err != gl.NO_ERROR) : (err = gl.getError()) {
const name = switch (err) {
gl.INVALID_ENUM => "invalid enum",
gl.INVALID_VALUE => "invalid value",
gl.INVALID_OPERATION => "invalid operation",
gl.STACK_OVERFLOW => "stack overflow",
gl.STACK_UNDERFLOW => "stack underflow",
gl.OUT_OF_MEMORY => "out of memory",
gl.INVALID_FRAMEBUFFER_OPERATION => "invalid framebuffer operation",
// binding.INVALID_FRAMEBUFFER_OPERATION_EXT => Error.InvalidFramebufferOperation,
// binding.INVALID_FRAMEBUFFER_OPERATION_OES => Error.InvalidFramebufferOperation,
//binding.TABLE_TOO_LARGE => "Table too large",
// binding.TABLE_TOO_LARGE_EXT => Error.TableTooLarge,
//binding.TEXTURE_TOO_LARGE_EXT => "Texture too large",
else => "unknown error",
};
std.log.scoped(.OpenGL).err("OpenGL Failure: {s}\n", .{name});
}
}
pub const DrawCommand = struct {
mesh: AssetManager.Handle.Mesh,
material_override: ?Material,
transform: Mat4,
};
pub const Attrib = enum(gl.GLuint) {
Position = 0,
Normal = 1,
UV = 2,
Tangent = 3,
pub inline fn value(self: Attrib) gl.GLuint {
return @intFromEnum(self);
}
};
pub const UBO = enum(gl.GLuint) {
CameraMatrices = 0,
PointLights = 1,
pub inline fn value(self: UBO) gl.GLuint {
return @intFromEnum(self);
}
};
pub const Uniform = enum(gl.GLint) {
ModelMatrix = 1,
Color = 2,
AlbedoMap = 3,
AlbedoMapUVScale = 4,
NormalMap = 5,
NormalMapUVScale = 6,
Metallic = 7,
MetallicMap = 8,
MetallicMapUVScale = 9,
Roughness = 10,
RoughnessMap = 11,
RoughnessMapUVScale = 12,
Emission = 13,
EmissionMap = 14,
EmissionMapUVScale = 15,
ShadowMap2D = 16,
ShadowMapCube = 17,
NearFarPlanes = 18, // vec2 stores near and far planes for perspective projection
pub inline fn value(self: Uniform) gl.GLint {
return @intFromEnum(self);
}
};
// TODO: support ortho
pub const Camera = struct {
fovy: f32 = 60,
aspect: f32 = 1,
near: f32 = 0.1,
far: f32 = 100,
view_mat: Mat4 = Mat4.identity(),
pub fn projection(self: *const Camera) Mat4 {
return Mat4.perspective(self.fovy, self.aspect, self.near, self.far);
}
};
// Should be std140
const CameraMatrices = extern struct {
projection: Mat4 = Mat4.identity(),
view: Mat4 = Mat4.identity(),
};
pub const PointLight = extern struct {
pos: Vec4, // x, y, z, w - vPos
color_radius: Vec4, // x, y, z - color, w - radius
shadow_vp: Mat4 = Mat4.identity(),
near_far: Vec2 = Vec2.zero(),
};
// TODO: rename
pub const PointLightArray = extern struct {
lights: [MAX_POINT_LIGHTS]PointLight,
count: c_uint,
};
fn uboAlignedSizeOf(self: *const Render, comptime T: type) usize {
return std.mem.alignForward(usize, @sizeOf(T), self.ubo_align);
}