335 lines
10 KiB
Zig
335 lines
10 KiB
Zig
const std = @import("std");
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const gl = @import("gl.zig");
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const c = @import("sdl.zig");
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const AssetManager = @import("AssetManager.zig");
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const a = @import("asset_manifest");
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const globals = @import("globals.zig");
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const za = @import("zalgebra");
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const Vec2 = za.Vec2;
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const Vec3 = za.Vec3;
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const Vec4 = za.Vec4;
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const Mat4 = za.Mat4;
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const Quat = za.Quat;
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pub const MAX_FRAMES_QUEUED = 3;
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pub const MAX_POINT_LIGHTS = 8;
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pub const Render = @This();
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var default_camera: Camera = .{};
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allocator: std.mem.Allocator,
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frame_arena: std.mem.Allocator,
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assetman: *AssetManager,
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camera: *Camera = &default_camera,
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mesh_vao: gl.GLuint = 0,
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tripple_buffer_index: usize = MAX_FRAMES_QUEUED - 1,
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gl_fences: [MAX_FRAMES_QUEUED]?gl.GLsync = [_]?gl.GLsync{null} ** MAX_FRAMES_QUEUED,
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camera_ubo: gl.GLuint = 0,
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camera_matrices: []CameraMatrices = &.{},
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point_lights_ubo: gl.GLuint = 0,
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point_lights: []PointLightArray = &.{},
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pub fn init(allocator: std.mem.Allocator, frame_arena: std.mem.Allocator, assetman: *AssetManager) Render {
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var render = Render{
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.allocator = allocator,
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.frame_arena = frame_arena,
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.assetman = assetman,
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};
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// MESH VAO
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var vao: gl.GLuint = 0;
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gl.createVertexArrays(1, &vao);
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std.debug.assert(vao != 0);
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render.mesh_vao = vao;
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// positions
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// gl.vertexArrayVertexBuffer(vao, 0, vertices, 0, @sizeOf(formats.Vector3));
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gl.enableVertexArrayAttrib(vao, Attrib.Position.value());
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gl.vertexArrayAttribBinding(vao, Attrib.Position.value(), 0);
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gl.vertexArrayAttribFormat(vao, Attrib.Position.value(), 3, gl.FLOAT, gl.FALSE, 0);
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// normals
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gl.enableVertexArrayAttrib(vao, Attrib.Normal.value());
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gl.vertexArrayAttribBinding(vao, Attrib.Normal.value(), 1);
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gl.vertexArrayAttribFormat(vao, Attrib.Normal.value(), 3, gl.FLOAT, gl.FALSE, 0);
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// tangents
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gl.enableVertexArrayAttrib(vao, Attrib.Tangent.value());
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gl.vertexArrayAttribBinding(vao, Attrib.Tangent.value(), 3);
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gl.vertexArrayAttribFormat(vao, Attrib.Tangent.value(), 3, gl.FLOAT, gl.FALSE, 0);
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// uvs
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gl.enableVertexArrayAttrib(vao, Attrib.UV.value());
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gl.vertexArrayAttribBinding(vao, Attrib.UV.value(), 2);
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gl.vertexArrayAttribFormat(vao, Attrib.UV.value(), 2, gl.FLOAT, gl.FALSE, 0);
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const PERSISTENT_BUFFER_FLAGS: gl.GLbitfield = gl.MAP_PERSISTENT_BIT | gl.MAP_WRITE_BIT | gl.MAP_COHERENT_BIT;
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// Camera matrices ubo
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{
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gl.createBuffers(1, &render.camera_ubo);
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std.debug.assert(render.camera_ubo != 0);
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gl.namedBufferStorage(
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render.camera_ubo,
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@sizeOf(CameraMatrices) * MAX_FRAMES_QUEUED,
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null,
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PERSISTENT_BUFFER_FLAGS,
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);
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const camera_matrices_c: [*c]CameraMatrices = @alignCast(@ptrCast(gl.mapNamedBufferRange(render.camera_ubo, 0, @sizeOf(CameraMatrices) * MAX_FRAMES_QUEUED, PERSISTENT_BUFFER_FLAGS) orelse {
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checkGLError();
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@panic("bind camera_ubo");
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}));
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render.camera_matrices = camera_matrices_c[0..MAX_FRAMES_QUEUED];
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}
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// Point lights ubo
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{
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gl.createBuffers(1, &render.point_lights_ubo);
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std.debug.assert(render.camera_ubo != 0);
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gl.namedBufferStorage(
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render.point_lights_ubo,
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@sizeOf(PointLightArray) * MAX_FRAMES_QUEUED,
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null,
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PERSISTENT_BUFFER_FLAGS,
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);
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const point_lights_c: [*c]PointLightArray = @alignCast(@ptrCast(gl.mapNamedBufferRange(
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render.point_lights_ubo,
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0,
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@sizeOf(PointLightArray) * MAX_FRAMES_QUEUED,
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PERSISTENT_BUFFER_FLAGS,
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) orelse {
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checkGLError();
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@panic("bind point_lights_ubo");
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}));
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render.point_lights = point_lights_c[0..MAX_FRAMES_QUEUED];
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}
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return render;
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}
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pub fn begin(self: *Render) void {
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self.tripple_buffer_index = (self.tripple_buffer_index + 1) % MAX_FRAMES_QUEUED;
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gl.enable(gl.CULL_FACE);
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gl.enable(gl.DEPTH_TEST);
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.useProgram(self.assetman.resolveShaderProgram(a.ShaderPrograms.mesh).program);
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gl.bindVertexArray(self.mesh_vao);
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if (self.gl_fences[self.tripple_buffer_index]) |fence| {
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const syncResult = gl.clientWaitSync(fence, gl.SYNC_FLUSH_COMMANDS_BIT, 9999999);
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switch (syncResult) {
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gl.ALREADY_SIGNALED => {
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// awesome
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},
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gl.TIMEOUT_EXPIRED => {
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// oh no, driver will crash soon :(
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std.log.err("OpenGL clientWaitSync timeout expired D:\n", .{});
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},
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gl.CONDITION_SATISFIED => {
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// awesome
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},
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gl.WAIT_FAILED => {
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checkGLError();
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},
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else => unreachable,
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}
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gl.deleteSync(fence);
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self.gl_fences[self.tripple_buffer_index] = null;
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}
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self.gl_fences[self.tripple_buffer_index] = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
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{
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const camera_matrix = &self.camera_matrices[self.tripple_buffer_index];
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camera_matrix.* = .{
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.projection = self.camera.projection(),
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.view = self.camera.view_mat,
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};
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gl.bindBufferRange(
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gl.UNIFORM_BUFFER,
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UBO.CameraMatrices.value(),
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self.camera_ubo,
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self.tripple_buffer_index * @sizeOf(CameraMatrices),
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@sizeOf(CameraMatrices),
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);
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}
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gl.bindBufferRange(
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gl.UNIFORM_BUFFER,
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UBO.PointLights.value(),
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self.point_lights_ubo,
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self.tripple_buffer_index * @sizeOf(PointLightArray),
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@sizeOf(PointLightArray),
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);
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}
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pub fn getPointLights(self: *Render) *PointLightArray {
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return &self.point_lights[self.tripple_buffer_index];
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}
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pub fn draw(self: *Render, cmd: DrawCommand) void {
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gl.uniformMatrix4fv(Uniform.ModelMatrix.value(), 1, gl.FALSE, @ptrCast(&cmd.transform.data));
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gl.uniform3fv(Uniform.Color.value(), 1, @ptrCast(&cmd.material.albedo.data));
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gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
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Uniform.AlbedoMap.value(),
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self.assetman.resolveTexture(cmd.material.albedo_map).handle,
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);
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gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
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Uniform.NormalMap.value(),
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self.assetman.resolveTexture(cmd.material.normal_map).handle,
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);
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gl.uniform1fv(Uniform.Metallic.value(), 1, &cmd.material.metallic);
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gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
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Uniform.MetallicMap.value(),
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self.assetman.resolveTexture(cmd.material.metallic_map).handle,
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);
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gl.uniform1fv(Uniform.Roughness.value(), 1, &cmd.material.roughness);
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gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
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Uniform.RoughnessMap.value(),
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self.assetman.resolveTexture(cmd.material.roughness_map).handle,
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);
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gl.uniform1fv(Uniform.Emission.value(), 1, &cmd.material.emission);
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gl.GL_ARB_bindless_texture.uniformHandleui64ARB(
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Uniform.EmissionMap.value(),
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self.assetman.resolveTexture(cmd.material.emission_map).handle,
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);
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const mesh = self.assetman.resolveMesh(cmd.mesh);
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mesh.positions.bind(Render.Attrib.Position.value());
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mesh.normals.bind(Render.Attrib.Normal.value());
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mesh.tangents.bind(Render.Attrib.Tangent.value());
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mesh.uvs.bind(Render.Attrib.UV.value());
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.indices.buffer);
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gl.drawElements(
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gl.TRIANGLES,
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mesh.indices.count,
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mesh.indices.type,
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@ptrFromInt(mesh.indices.offset),
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);
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}
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pub fn finish(self: *Render) void {
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_ = self; // autofix
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const ginit = globals.g_init;
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c.SDL_GL_SwapWindow(ginit.window);
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c.SDL_Delay(1);
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}
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pub fn checkGLError() void {
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var err = gl.getError();
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if (err == gl.NO_ERROR) return;
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while (err != gl.NO_ERROR) : (err = gl.getError()) {
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const name = switch (err) {
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gl.INVALID_ENUM => "invalid enum",
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gl.INVALID_VALUE => "invalid value",
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gl.INVALID_OPERATION => "invalid operation",
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gl.STACK_OVERFLOW => "stack overflow",
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gl.STACK_UNDERFLOW => "stack underflow",
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gl.OUT_OF_MEMORY => "out of memory",
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gl.INVALID_FRAMEBUFFER_OPERATION => "invalid framebuffer operation",
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// binding.INVALID_FRAMEBUFFER_OPERATION_EXT => Error.InvalidFramebufferOperation,
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// binding.INVALID_FRAMEBUFFER_OPERATION_OES => Error.InvalidFramebufferOperation,
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//binding.TABLE_TOO_LARGE => "Table too large",
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// binding.TABLE_TOO_LARGE_EXT => Error.TableTooLarge,
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//binding.TEXTURE_TOO_LARGE_EXT => "Texture too large",
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else => "unknown error",
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};
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std.log.scoped(.OpenGL).err("OpenGL Failure: {s}\n", .{name});
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}
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}
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pub const DrawCommand = struct {
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mesh: AssetManager.Handle.Mesh,
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material: Material,
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transform: Mat4,
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};
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pub const Attrib = enum(gl.GLuint) {
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Position = 0,
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Normal = 1,
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UV = 2,
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Tangent = 3,
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pub inline fn value(self: Attrib) gl.GLuint {
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return @intFromEnum(self);
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}
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};
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pub const UBO = enum(gl.GLuint) {
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CameraMatrices = 0,
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PointLights = 1,
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pub inline fn value(self: UBO) gl.GLuint {
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return @intFromEnum(self);
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}
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};
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pub const Uniform = enum(gl.GLint) {
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ModelMatrix = 1,
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Color = 2,
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AlbedoMap = 3,
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NormalMap = 4,
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Metallic = 5,
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MetallicMap = 6,
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Roughness = 7,
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RoughnessMap = 8,
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Emission = 9,
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EmissionMap = 10,
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pub inline fn value(self: Uniform) gl.GLint {
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return @intFromEnum(self);
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}
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};
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// TODO: support ortho
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pub const Camera = struct {
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fovy: f32 = 60,
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aspect: f32 = 1,
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near: f32 = 0.1,
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far: f32 = 100,
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view_mat: Mat4 = Mat4.identity(),
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pub fn projection(self: *const Camera) Mat4 {
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return Mat4.perspective(self.fovy, self.aspect, self.near, self.far);
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}
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};
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// Should be std140
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const CameraMatrices = extern struct {
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projection: Mat4,
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view: Mat4,
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};
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pub const PointLight = extern struct {
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pos_radius: Vec4, // x, y, z - vPos, w - radius
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color_intensity: Vec4, // x, y, z - color, w - intensity
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};
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pub const PointLightArray = extern struct {
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lights: [MAX_POINT_LIGHTS]PointLight,
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count: c_uint,
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};
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pub const Material = struct {
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albedo: Vec3 = Vec3.one(),
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albedo_map: AssetManager.Handle.Texture = .{},
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normal_map: AssetManager.Handle.Texture = .{},
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metallic: f32 = 0,
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metallic_map: AssetManager.Handle.Texture = .{},
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roughness: f32 = 1,
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roughness_map: AssetManager.Handle.Texture = .{},
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emission: f32 = 0,
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emission_map: AssetManager.Handle.Texture = .{},
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};
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