Lumenarium/foldhaus_renderer.h

594 lines
19 KiB
C

#define IMMEDIATE_MODE_RENDERING 0
struct camera
{
r32 FieldOfView;
r32 AspectRatio;
r32 Near, Far;
v3 Position;
v3 LookAt;
};
inline m44
GetCameraModelViewMatrix (camera Camera)
{
// Forward
v4 CamForward = V4(Normalize(Camera.Position - Camera.LookAt), 0);
// Right
v4 CamRight = Normalize(Cross(v4{0, 1, 0, 0}, CamForward));
// Up
v4 CamUp = Normalize(Cross(CamForward, CamRight));
r32 X = Camera.Position.x;
r32 Y = Camera.Position.y;
r32 Z = Camera.Position.z;
m44 RotationMatrix = M44(
CamRight.x, CamUp.x, CamForward.x, 0,
CamRight.y, CamUp.y, CamForward.y, 0,
CamRight.z, CamUp.z, CamForward.z, 0,
0, 0, 0, 1);
m44 PositionMatrix = M44(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
-X, -Y, -Z, 1
);
m44 ModelViewMatrix = PositionMatrix * RotationMatrix;
return ModelViewMatrix;
}
inline m44
GetCameraPerspectiveProjectionMatrix(camera Camera)
{
r32 Top = Camera.Near * GSTan((Camera.FieldOfView / 2.0f));
r32 Bottom = -Top;
r32 Right = Top * Camera.AspectRatio;
r32 Left = -Right;
r32 A = ((Right + Left) / (Right - Left));
r32 B = ((Top + Bottom) / (Top - Bottom));
r32 C = -((Camera.Far + Camera.Near) / (Camera.Far - Camera.Near));
r32 D = -((2 * Camera.Far * Camera.Near) / (Camera.Far - Camera.Near));
r32 E = ((2 * Camera.Near) / (Right - Left));
r32 F = ((2 * Camera.Near) / (Top - Bottom));
m44 PerspectiveProjectionMatrix =
{
E, 0, A, 0,
0, F, B, 0,
0, 0, C, D,
0, 0, -1, 0
};
return PerspectiveProjectionMatrix;
}
// Render Commands
// Discriminated Union
enum render_command_type
{
RenderCommand_Invalid,
RenderCommand_render_command_clear_screen,
RenderCommand_render_command_set_render_mode,
RenderCommand_render_batch_command_quad_2d,
RenderCommand_render_batch_command_quad_3d,
RenderCommand_render_batch_command_texture_2d,
RenderCommand_render_command_texture_3d,
RenderCommand_Count
};
struct render_command_header
{
render_command_type Type;
};
// NOTE(Peter): Just to keep with the rest of the system
struct render_command_clear_screen {};
struct render_quad_2d
{
v2 Min, Max;
};
struct render_quad_3d
{
v4 P0, P1, P2, P3;
};
struct render_texture
{
// TODO(Peter): Is all this necessary?
u8* Memory;
s32 Handle;
s32 Width;
s32 Height;
s32 BytesPerPixel;
s32 Stride;
};
#define BATCH_3D_SIZE(tricount) (((sizeof(v4) + sizeof(v2) + sizeof(v4)) * 3) * tricount)
#define BATCH_3D_VERTECIES_OFFSET(tricount) (0 * tricount)
#define BATCH_3D_UVS_OFFSET(tricount) (BATCH_3D_VERTECIES_OFFSET(tricount) + ((sizeof(v4) * 3) * tricount))
#define BATCH_3D_COLORS_OFFSET(tricount) (BATCH_3D_UVS_OFFSET(tricount) + ((sizeof(v2) * 3) * tricount))
#define BATCH_3D_VERTEX_INDEX(tri, v) ((tri * 3) + v)
#define BATCH_3D_UV_INDEX(tri, v) ((tri * 3) + v)
#define BATCH_3D_COLOR_INDEX(tri, v) ((tri * 3) + v)
#define BATCH_2D_SIZE(quadcount) (((sizeof(v2) + sizeof(v2) + sizeof(v4)) * 3) * 2 * quadcount)
#define BATCH_2D_VERTECIES_OFFSET(quadcount) (0 * quadcount)
#define BATCH_2D_UVS_OFFSET(quadcount) (BATCH_2D_VERTECIES_OFFSET(quadcount) + ((sizeof(v2) * 3) * 2 * quadcount))
#define BATCH_2D_COLORS_OFFSET(quadcount) (BATCH_2D_UVS_OFFSET(quadcount) + ((sizeof(v2) * 3) * 2 * quadcount))
#define BATCH_2D_VERTEX_INDEX(quad, tri, v) ((quad * 6) + (tri * 3) + v)
#define BATCH_2D_UV_INDEX(quad, tri, v) ((quad * 6) + (tri * 3) + v)
#define BATCH_2D_COLOR_INDEX(quad, tri, v) ((quad * 6) + (tri * 3) + v)
struct render_quad_batch_constructor
{
s32 Max;
s32 Count;
v4* Vertecies;
v2* UVs;
v4* ColorsV;
};
struct render_batch_command_quad_2d
{
s32 QuadCount;
s32 DataSize;
// NOTE(Peter): The data immediately follows the command in memory
};
struct render_batch_command_quad_3d
{
s32 QuadCount;
s32 DataSize;
// NOTE(Peter): The data immediately follows the command in memory
};
struct render_command_texture_2d
{
render_quad_2d Quad;
render_quad_2d UV;
v4 Color;
render_texture Texture;
};
struct render_batch_command_texture_2d
{
s32 QuadCount;
s32 DataSize;
render_texture Texture;
};
struct render_command_texture_3d
{
render_quad_3d Quad;
v4 Color;
render_texture Texture;
};
struct render_command_set_render_mode
{
m44 ModelView;
m44 Projection;
r32 ViewOffsetX, ViewOffsetY;
r32 ViewWidth, ViewHeight;
b32 UseDepthBuffer;
};
struct render_command_buffer
{
u8* CommandMemory;
s32 CommandMemoryUsed;
s32 CommandMemorySize;
s32 ViewWidth;
s32 ViewHeight;
};
///
// Utility
///
internal u32
PackColorStructU8 (u8 R, u8 G, u8 B, u8 A)
{
u32 Result = (u32)(A << 24 |
R << 16 |
G << 8 |
B<< 0);
return Result;
}
internal u32
PackColorStructR32 (r32 In_R, r32 In_G, r32 In_B, r32 In_A)
{
Assert ((In_R >= 0.0f && In_R <= 1.0f) &&
(In_G >= 0.0f && In_G <= 1.0f) &&
(In_B >= 0.0f && In_B <= 1.0f) &&
(In_A >= 0.0f && In_A <= 1.0f));
u8 R = (u8)(255 * In_R);
u8 G = (u8)(255 * In_G);
u8 B = (u8)(255 * In_B);
u8 A = (u8)(255 * In_A);
u32 Result = (u32)(A << 24 |
R << 16 |
G << 8 |
B<< 0);
return Result;
}
// Batch
internal s32
PushQuad3DBatch (render_command_buffer* Buffer, render_quad_batch_constructor* Constructor, s32 QuadCount, u8* MemStart, b32 UseIntegerColor = false)
{
s32 TriCount = QuadCount * 2;
s32 DataSize = BATCH_3D_SIZE(TriCount);
Assert(Buffer->CommandMemoryUsed + DataSize <= Buffer->CommandMemorySize);
Constructor->Max = TriCount;
Constructor->Count = 0;
Constructor->Vertecies = (v4*)(MemStart + BATCH_3D_VERTECIES_OFFSET(TriCount));
Constructor->UVs = (v2*)(MemStart + BATCH_3D_UVS_OFFSET(TriCount));
Constructor->ColorsV = (v4*)(MemStart + BATCH_3D_COLORS_OFFSET(TriCount));
Buffer->CommandMemoryUsed += DataSize;
return DataSize;
}
internal s32
PushQuad2DBatch (render_command_buffer* Buffer, render_quad_batch_constructor* Constructor, s32 QuadCount, u8* MemStart)
{
s32 DataSize = BATCH_2D_SIZE(QuadCount);
Assert(Buffer->CommandMemoryUsed + DataSize <= Buffer->CommandMemorySize);
GSZeroMemory(MemStart, DataSize);
Constructor->Max = QuadCount;
Constructor->Count = 0;
Constructor->Vertecies = (v4*)(MemStart + BATCH_2D_VERTECIES_OFFSET(QuadCount));
Constructor->UVs = (v2*)(MemStart + BATCH_2D_UVS_OFFSET(QuadCount));
Constructor->ColorsV = (v4*)(MemStart + BATCH_2D_COLORS_OFFSET(QuadCount));
Buffer->CommandMemoryUsed += DataSize;
return DataSize;
}
internal s32
ThreadSafeIncrementQuadConstructorCount (render_quad_batch_constructor* Constructor)
{
s32 Result = InterlockedIncrement((long*)&Constructor->Count);
// NOTE(Peter): Have to decrement the value by one.
// Interlocked Increment acts as (++Constructor->Count), not (Constructor->Count++) which
// is what we wanted;
// This was causing the first triangle to be garbage data.
Result -= 1;
return Result;
}
inline void
PushTri3DOnBatch (render_quad_batch_constructor* Constructor,
v4 P0, v4 P1, v4 P2,
v2 UV0, v2 UV1, v2 UV2,
v4 C0, v4 C1, v4 C2)
{
s32 Tri = ThreadSafeIncrementQuadConstructorCount(Constructor);
// Vertecies
Constructor->Vertecies[BATCH_3D_VERTEX_INDEX(Tri, 0)] = P0;
Constructor->Vertecies[BATCH_3D_VERTEX_INDEX(Tri, 1)] = P1;
Constructor->Vertecies[BATCH_3D_VERTEX_INDEX(Tri, 2)] = P2;
// UVs
Constructor->UVs[BATCH_3D_UV_INDEX(Tri, 0)] = UV0;
Constructor->UVs[BATCH_3D_UV_INDEX(Tri, 1)] = UV1;
Constructor->UVs[BATCH_3D_UV_INDEX(Tri, 2)] = UV1;
// Color V0
Constructor->ColorsV[BATCH_3D_COLOR_INDEX(Tri, 0)] = C0;
Constructor->ColorsV[BATCH_3D_COLOR_INDEX(Tri, 1)] = C1;
Constructor->ColorsV[BATCH_3D_COLOR_INDEX(Tri, 2)] = C2;
};
internal void
PushQuad3DOnBatch (render_quad_batch_constructor* Constructor, v4 P0, v4 P1, v4 P2, v4 P3, v2 UVMin, v2 UVMax, v4 Color)
{
Assert(Constructor->Count < Constructor->Max);
PushTri3DOnBatch(Constructor, P0, P1, P2, UVMin, v2{UVMax.x, UVMin.y}, UVMax, Color, Color, Color);
PushTri3DOnBatch(Constructor, P0, P2, P3, UVMin, UVMax, v2{UVMin.x, UVMax.y}, Color, Color, Color);
}
internal void
PushQuad3DOnBatch (render_quad_batch_constructor* Constructor,
v4 P0, v4 P1, v4 P2, v4 P3,
v2 UV0, v2 UV1, v2 UV2, v2 UV3,
v4 C0, v4 C1, v4 C2, v4 C3)
{
Assert(Constructor->Count < Constructor->Max);
PushTri3DOnBatch(Constructor, P0, P1, P2, UV0, UV1, UV2, C0, C1, C2);
PushTri3DOnBatch(Constructor, P0, P2, P3, UV0, UV2, UV3, C0, C2, C3);
}
internal void
PushQuad3DOnBatch (render_quad_batch_constructor* Constructor, v4 P0, v4 P1, v4 P2, v4 P3, v4 Color)
{
PushQuad3DOnBatch(Constructor, P0, P1, P2, P3, v2{0, 0}, v2{1, 1}, Color);
}
internal void
PushQuad2DOnBatch (render_quad_batch_constructor* Constructor,
v2 P0, v2 P1, v2 P2, v2 P3,
v2 UV0, v2 UV1, v2 UV2, v2 UV3,
v4 C0, v4 C1, v4 C2, v4 C3)
{
s32 Quad = ThreadSafeIncrementQuadConstructorCount(Constructor);
v2* Vertecies = (v2*)Constructor->Vertecies;
// Tri 1
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 0, 0)] = P0;
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 0, 1)] = P1;
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 0, 2)] = P2;
// Tri 2
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 1, 0)] = P0;
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 1, 1)] = P2;
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 1, 2)] = P3;
// Tri 1 UVs
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 0, 0)] = UV0;
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 0, 1)] = UV1;
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 0, 2)] = UV2;
// Tri 2 UVs
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 1, 0)] = UV0;
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 1, 1)] = UV2;
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 1, 2)] = UV3;
// Tri 1 Colors
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 0, 0)] = C0;
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 0, 1)] = C1;
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 0, 2)] = C2;
// Tri 2 Colors
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 1, 0)] = C0;
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 1, 1)] = C2;
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 1, 2)] = C3;
}
internal void
PushQuad2DOnBatch (render_quad_batch_constructor* Constructor, v2 P0, v2 P1, v2 P2, v2 P3, v2 UVMin, v2 UVMax, v4 Color)
{
s32 Quad = ThreadSafeIncrementQuadConstructorCount(Constructor);
v2* Vertecies = (v2*)Constructor->Vertecies;
// Tri 1
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 0, 0)] = P0;
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 0, 1)] = P1;
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 0, 2)] = P2;
// Tri 2
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 1, 0)] = P0;
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 1, 1)] = P2;
Vertecies[BATCH_2D_VERTEX_INDEX(Quad, 1, 2)] = P3;
// Tri 1 UVs
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 0, 0)] = UVMin;
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 0, 1)] = v2{UVMax.x, UVMin.y};
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 0, 2)] = UVMax;
// Tri 2 UVs
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 1, 0)] = UVMin;
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 1, 1)] = UVMax;
Constructor->UVs[BATCH_2D_UV_INDEX(Quad, 1, 2)] = v2{UVMin.x, UVMax.y};
// Tri 1 Colors
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 0, 0)] = Color;
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 0, 1)] = Color;
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 0, 2)] = Color;
// Tri 2 Colors
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 1, 0)] = Color;
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 1, 1)] = Color;
Constructor->ColorsV[BATCH_2D_COLOR_INDEX(Quad, 1, 2)] = Color;
}
internal void
PushQuad2DOnBatch (render_quad_batch_constructor* Constructor, v2 Min, v2 Max, v4 Color)
{
PushQuad2DOnBatch(Constructor, v2{Min.x, Min.y}, v2{Max.x, Min.y}, v2{Max.x, Max.y}, v2{Min.x, Max.y},
v2{0, 0}, v2{1, 1}, Color);
}
internal void
PushLine2DOnBatch (render_quad_batch_constructor* Constructor, v2 P0, v2 P1, r32 Thickness, v4 Color)
{
r32 HalfThickness = Thickness / 2.0f;
v2 Perpendicular = Normalize(PerpendicularCCW(P1 - P0)) * HalfThickness;
PushQuad2DOnBatch(Constructor, P0 - Perpendicular, P1 - Perpendicular, P1 + Perpendicular, P0 + Perpendicular,
v2{0, 0}, v2{1, 1}, Color);
}
// Commands
#define PushRenderCommand(buffer, type) (type*) PushRenderCommand_(buffer, RenderCommand_##type, sizeof(type) + sizeof(render_command_header))
internal u8*
PushRenderCommand_ (render_command_buffer* CommandBuffer, render_command_type CommandType, s32 CommandSize)
{
Assert(CommandBuffer->CommandMemoryUsed + CommandSize <= CommandBuffer->CommandMemorySize);
render_command_header* Header = (render_command_header*)(CommandBuffer->CommandMemory + CommandBuffer->CommandMemoryUsed);
Header->Type = CommandType;
u8* Result = (u8*)(Header + 1);
CommandBuffer->CommandMemoryUsed += CommandSize;
return Result;
}
internal render_command_set_render_mode*
PushRenderPerspective (render_command_buffer* Buffer, s32 OffsetX, s32 OffsetY, s32 ViewWidth, s32 ViewHeight, camera Camera)
{
render_command_set_render_mode* Command = PushRenderCommand(Buffer, render_command_set_render_mode);
Command->ModelView = GetCameraModelViewMatrix(Camera);
Command->Projection = GetCameraPerspectiveProjectionMatrix(Camera);
Command->ViewOffsetX = (r32)OffsetX;
Command->ViewOffsetY = (r32)OffsetY;
Command->ViewWidth = (r32)ViewWidth;
Command->ViewHeight = (r32)ViewHeight;
Command->UseDepthBuffer = true;
return Command;
}
internal void
PushRenderOrthographic (render_command_buffer* Buffer, s32 OffsetX, s32 OffsetY, s32 ViewWidth, s32 ViewHeight)
{
render_command_set_render_mode* Command = PushRenderCommand(Buffer, render_command_set_render_mode);
Command->ModelView = m44{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
r32 a = 2.0f / ViewWidth;
r32 b = 2.0f / ViewHeight;
Command->Projection = m44{
a, 0, 0, 0,
0, b, 0, 0,
0, 0, 1, 0,
-1, -1, 0, 1
};
Command->ViewOffsetX = (r32)OffsetX;
Command->ViewOffsetY = (r32)OffsetY;
Command->ViewWidth = ViewWidth;
Command->ViewHeight = ViewHeight;
Command->UseDepthBuffer = false;;
}
internal void
PushRenderClearScreen (render_command_buffer* Buffer)
{
render_command_clear_screen* Command = PushRenderCommand(Buffer, render_command_clear_screen);
}
internal render_quad_batch_constructor
PushRenderQuad2DBatch(render_command_buffer* Buffer, s32 QuadCount)
{
render_quad_batch_constructor Result = {};
render_batch_command_quad_2d* Command = PushRenderCommand(Buffer, render_batch_command_quad_2d);
Command->QuadCount = QuadCount;
Command->DataSize = PushQuad2DBatch(Buffer, &Result, QuadCount, (u8*)(Command + 1));
return Result;
}
internal void
PushRenderQuad2D (render_command_buffer* Buffer, v2 Min, v2 Max, v4 Color)
{
render_quad_batch_constructor Batch = PushRenderQuad2DBatch(Buffer, 1);
PushQuad2DOnBatch(&Batch, Min, Max, Color);
}
internal void
PushRenderLine2D (render_command_buffer* Buffer, v2 P0, v2 P1, r32 Thickness, v4 Color)
{
render_quad_batch_constructor Batch = PushRenderQuad2DBatch(Buffer, 1);
PushLine2DOnBatch(&Batch, P0, P1, Thickness, Color);
}
internal render_quad_batch_constructor
PushRenderQuad3DBatch(render_command_buffer* Buffer, s32 QuadCount)
{
render_quad_batch_constructor Result = {};
render_batch_command_quad_3d* Command = PushRenderCommand(Buffer, render_batch_command_quad_3d);
Command->QuadCount = QuadCount;
Command->DataSize = PushQuad3DBatch(Buffer, &Result, QuadCount, (u8*)(Command + 1));
return Result;
}
internal void
PushRenderQuad3D (render_command_buffer* Buffer, v4 A, v4 B, v4 C, v4 D, v4 Color)
{
render_quad_batch_constructor Batch = PushRenderQuad3DBatch(Buffer, 1);
PushQuad3DOnBatch(&Batch, A, B, C, D, Color);
}
internal void
PushRenderCameraFacingQuad (render_command_buffer* Buffer, v4 Center, v2 Dimensions, v4 Color)
{
// TODO(Peter): Turn this into an actual camera facing quad
v4 A = v4{Center.x - Dimensions.x, Center.y - Dimensions.y, Center.z, Center.w};
v4 B = v4{Center.x + Dimensions.x, Center.y - Dimensions.y, Center.z, Center.w};
v4 C = v4{Center.x + Dimensions.x, Center.y + Dimensions.y, Center.z, Center.w};
v4 D = v4{Center.x - Dimensions.x, Center.y + Dimensions.y, Center.z, Center.w};
PushRenderQuad3D(Buffer, A, B, C, D, Color);
}
internal render_quad_batch_constructor
PushRenderTexture2DBatch(render_command_buffer* Buffer, s32 QuadCount,
render_texture Texture)
{
render_quad_batch_constructor Result = {};
render_batch_command_texture_2d* Command = PushRenderCommand(Buffer, render_batch_command_texture_2d);
Command->QuadCount = QuadCount;
Command->DataSize = PushQuad2DBatch(Buffer, &Result, QuadCount, (u8*)(Command + 1));
Command->Texture = Texture;
return Result;
}
internal render_quad_batch_constructor
PushRenderTexture2DBatch (render_command_buffer* Buffer, s32 QuadCount,
u8* TextureMemory, s32 TextureHandle, s32 TextureWidth, s32 TextureHeight,
s32 TextureBytesPerPixel, s32 TextureStride)
{
render_texture Texture = render_texture{
TextureMemory,
TextureHandle,
TextureWidth,
TextureHeight,
TextureBytesPerPixel,
TextureStride};
return PushRenderTexture2DBatch(Buffer, QuadCount, Texture);
}
internal void
PushRenderTexture2D (render_command_buffer* Buffer, v2 Min, v2 Max, v4 Color,
v2 UVMin, v2 UVMax,
render_texture* Texture)
{
render_quad_batch_constructor Batch = PushRenderTexture2DBatch(Buffer, 1, *Texture);
PushQuad2DOnBatch(&Batch, v2{Min.x, Min.y}, v2{Max.x, Min.y}, v2{Max.x, Max.y}, v2{Min.x, Max.y},
UVMin, UVMax, Color);
}
internal void
PushRenderBoundingBox2D (render_command_buffer* Buffer, v2 Min, v2 Max, r32 Thickness, v4 Color)
{
render_quad_batch_constructor Batch = PushRenderQuad2DBatch(Buffer, 4);
PushQuad2DOnBatch(&Batch, Min, v2{Min.x + Thickness, Max.y}, Color);
PushQuad2DOnBatch(&Batch, v2{Min.x, Max.y - Thickness}, Max, Color);
PushQuad2DOnBatch(&Batch, v2{Max.x - Thickness, Min.y}, Max, Color);
PushQuad2DOnBatch(&Batch, Min, v2{Max.x, Min.y + Thickness}, Color);
}