- Scene Demo: cube + sphere + ground plane with proper lighting - Audio: XAudio2 dynamic loading + WAV playback - Physics: expanded collision system - Renderer: improved pipeline with materials - UI: extended widget system - VisualScript: enhanced serializer + block interactions - ASM: optimized math/memory/profiling routines - Window: mouse input + scroll support
108 lines
4.0 KiB
C
108 lines
4.0 KiB
C
#include "renderer.h"
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#include <stdlib.h>
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#include <string.h>
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static void fill_constant_buffer(float* cb, const Mat4* world, const Mat4* wvp,
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Vec3 light_dir, Vec4 light_color, Vec4 ambient_color,
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int use_texture, Vec4 diffuse_color) {
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memcpy(cb + 0, world->m, sizeof(float) * 16);
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memcpy(cb + 16, wvp->m, sizeof(float) * 16);
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cb[32] = light_dir.x; cb[33] = light_dir.y; cb[34] = light_dir.z; cb[35] = 0.0f;
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cb[36] = light_color.x; cb[37] = light_color.y; cb[38] = light_color.z; cb[39] = light_color.w;
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cb[40] = ambient_color.x; cb[41] = ambient_color.y; cb[42] = ambient_color.z; cb[43] = ambient_color.w;
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cb[44] = use_texture ? 1.0f : 0.0f; cb[45] = 0.0f; cb[46] = 0.0f; cb[47] = 0.0f;
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cb[48] = diffuse_color.x; cb[49] = diffuse_color.y; cb[50] = diffuse_color.z; cb[51] = diffuse_color.w;
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}
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Renderer* renderer_create(GraphicsDevice* device) {
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Renderer* r = (Renderer*)calloc(1, sizeof(Renderer));
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r->device = device;
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mat4_identity(&r->view);
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mat4_identity(&r->projection);
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r->light_dir = (Vec3){0.5f, -1.0f, 0.3f};
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r->light_color = (Vec4){1,1,1,1};
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r->ambient_color = (Vec4){0.2f,0.2f,0.3f,1};
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return r;
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}
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void renderer_destroy(Renderer* r) { free(r); }
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void renderer_begin_frame(Renderer* r) {
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ID3D11DeviceContext* ctx = r->device->context;
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graphics_device_clear(r->device, 0.1f, 0.1f, 0.15f, 1.0f);
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D3D11_VIEWPORT vp = {0};
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vp.Width = (float)r->device->width;
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vp.Height = (float)r->device->height;
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vp.MaxDepth = 1.0f;
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ctx->lpVtbl->RSSetViewports(ctx, 1, &vp);
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ctx->lpVtbl->IASetPrimitiveTopology(ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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}
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void renderer_end_frame(Renderer* r) {
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graphics_device_present(r->device);
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}
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void renderer_draw_mesh(Renderer* r, Mesh* m) {
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if (!m) return;
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ID3D11DeviceContext* ctx = r->device->context;
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UINT stride = sizeof(Vertex);
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UINT offset = 0;
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ctx->lpVtbl->IASetVertexBuffers(ctx, 0, 1, &m->vb, &stride, &offset);
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if (m->ib) {
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ctx->lpVtbl->IASetIndexBuffer(ctx, m->ib, DXGI_FORMAT_R32_UINT, 0);
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ctx->lpVtbl->DrawIndexed(ctx, m->icount, 0, 0);
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} else {
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ctx->lpVtbl->Draw(ctx, m->vcount, 0);
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}
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}
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void renderer_draw_mesh_with_shader(Renderer* r, Mesh* m, Shader* s, const Mat4* world, Texture* t) {
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if (!m || !s || !r) return;
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ID3D11DeviceContext* ctx = r->device->context;
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shader_bind(s, ctx);
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Mat4 wvp;
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mat4_multiply(world, &r->view, &wvp);
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mat4_multiply(&wvp, &r->projection, &wvp);
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float cb[64];
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memset(cb, 0, sizeof(cb));
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fill_constant_buffer(cb, world, &wvp, r->light_dir, r->light_color, r->ambient_color, t ? 1 : 0, (Vec4){1,1,1,1});
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shader_set_matrix(s, ctx, cb);
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if (t) texture_bind(t, ctx, 0);
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renderer_draw_mesh(r, m);
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}
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void renderer_draw_mesh_with_material(Renderer* r, Mesh* m, Material* mat, const Mat4* world) {
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if (!m || !mat || !mat->shader || !r) return;
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ID3D11DeviceContext* ctx = r->device->context;
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shader_bind(mat->shader, ctx);
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Mat4 wvp;
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mat4_multiply(world, &r->view, &wvp);
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mat4_multiply(&wvp, &r->projection, &wvp);
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float cb[64];
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memset(cb, 0, sizeof(cb));
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fill_constant_buffer(cb, world, &wvp, r->light_dir, r->light_color, r->ambient_color,
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mat->use_texture, mat->color);
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shader_set_matrix(mat->shader, ctx, cb);
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if (mat->use_texture && mat->texture) texture_bind(mat->texture, ctx, 0);
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renderer_draw_mesh(r, m);
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}
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void renderer_set_view(Renderer* r, const Mat4* v) { r->view = *v; }
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void renderer_set_projection(Renderer* r, const Mat4* p) { r->projection = *p; }
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void renderer_set_light(Renderer* r, Vec3 d, Vec4 c, Vec4 a) { r->light_dir=d; r->light_color=c; r->ambient_color=a; }
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GraphicsDevice* renderer_get_device(Renderer* r) { return r ? r->device : NULL; }
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void renderer_resize(Renderer* r, int width, int height) {
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if (r && r->device && width > 0 && height > 0) {
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graphics_device_resize(r->device, width, height);
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}
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}
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