townengine/src/rendering/twn_gl_15_rendering.c

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#include "twn_rendering_c.h"
#include "twn_util.h"
#include "twn_config.h"
#include "twn_engine_context_c.h"
#include "twn_text_c.h"
#include <glad/glad.h>
/* interleaved vertex array data */
/* TODO: use int16_t for uvs */
/* TODO: use packed types? */
/* TODO: int16_t could be used for positioning, but we would need to have more CPU calcs */
typedef struct ElementIndexedQuad {
/* upper-left */
Vec2 v0;
Vec2 uv0;
Color c0;
/* bottom-left */
Vec2 v1;
Vec2 uv1;
Color c1;
/* bottom-right */
Vec2 v2;
Vec2 uv2;
Color c2;
/* upper-right */
Vec2 v3;
Vec2 uv3;
Color c3;
} ElementIndexedQuad;
typedef struct ElementIndexedQuadWithoutColor {
/* upper-left */
Vec2 v0;
Vec2 uv0;
/* bottom-left */
Vec2 v1;
Vec2 uv1;
/* bottom-right */
Vec2 v2;
Vec2 uv2;
/* upper-right */
Vec2 v3;
Vec2 uv3;
} ElementIndexedQuadWithoutColor;
typedef enum {
PIPELINE_NO,
PIPELINE_SPACE,
PIPELINE_2D,
} Pipeline;
static Pipeline pipeline_last_used = PIPELINE_NO;
void use_space_pipeline(void) {
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
if (GLAD_GL_ARB_depth_clamp)
glDisable(GL_DEPTH_CLAMP);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&camera_projection_matrix.row[0].x);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&camera_look_at_matrix.row[0].x);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
glDepthRange(0, 1);
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST); /* TODO: infer its usage? */
glAlphaFunc(GL_EQUAL, 1.0f);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
/* solid white, no modulation */
glColor4ub(255, 255, 255, 255);
pipeline_last_used = PIPELINE_SPACE;
}
void use_2d_pipeline(void) {
if (pipeline_last_used == PIPELINE_SPACE) {
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glFlush();
}
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glShadeModel(GL_FLAT);
/* removes near/far plane comparison and discard */
if (GLAD_GL_ARB_depth_clamp)
glDisable(GL_DEPTH_CLAMP);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, RENDER_BASE_WIDTH, RENDER_BASE_HEIGHT, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
pipeline_last_used = PIPELINE_2D;
}
void upload_quad_vertices(Rect rect) {
/* client memory needs to be reachable on glDraw*, so */
static float vertices[6 * 2];
vertices[0] = rect.x; vertices[1] = rect.y;
vertices[2] = rect.x; vertices[3] = rect.y + rect.h;
vertices[4] = rect.x + rect.w; vertices[5] = rect.y + rect.h;
vertices[6] = rect.x + rect.w; vertices[7] = rect.y + rect.h;
vertices[8] = rect.x + rect.w; vertices[9] = rect.y;
vertices[10] = rect.x; vertices[11] = rect.y;
glVertexPointer(2, GL_FLOAT, 0, (void *)&vertices);
}
void render_rectangle(const RectPrimitive *rectangle) {
glColor4ub(rectangle->color.r, rectangle->color.g,
rectangle->color.b, rectangle->color.a);
glEnableClientState(GL_VERTEX_ARRAY);
upload_quad_vertices(rectangle->rect);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
}
void render_circle(const CirclePrimitive *circle) {
SDL_Vertex *vertices = NULL;
int *indices = NULL;
int num_vertices = (int)circle->radius;
create_circle_geometry(circle->position,
circle->color,
circle->radius,
num_vertices,
&vertices,
&indices);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
sizeof (SDL_Vertex),
&vertices->position);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,
GL_UNSIGNED_BYTE,
sizeof (SDL_Vertex),
&vertices->color);
glDrawElements(GL_TRIANGLES,
num_vertices * 3,
GL_UNSIGNED_INT,
indices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
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SDL_free(vertices);
SDL_free(indices);
}
void use_texture_mode(TextureMode mode) {
if (mode == TEXTURE_MODE_GHOSTLY) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
} else if (mode == TEXTURE_MODE_SEETHROUGH) {
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_EQUAL, 1.0f);
} else {
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
glDisable(GL_ALPHA_TEST);
}
}
VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, bytes, NULL, GL_STREAM_DRAW);
void *mapping = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!mapping)
CRY("build_vertex_buffer", "Error mapping a vertex array buffer");
return (VertexBufferBuilder) {
.mapping = mapping,
.bytes_left = bytes,
};
}
bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
void *bytes, size_t size) {
if (builder->bytes_left == 0)
return false;
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SDL_memcpy(builder->mapping, bytes, size);
builder->bytes_left -= size;
/* trigger data send */
if (builder->bytes_left == 0) {
glUnmapBuffer(GL_ARRAY_BUFFER);
return false;
}
builder->mapping = (void *)((uintptr_t)builder->mapping + size);
return true;
}
void finally_render_sprites(const Primitive2D primitives[],
const struct SpriteBatch batch,
const VertexBuffer buffer)
{
/* TODO: maybe do, dunno */
// glBindBuffer(GL_VERTEX_ARRAY, vertex_buffer);
(void)buffer;
GLsizei off;
GLsizei voff;
GLsizei uvoff;
if (!batch.constant_colored) {
off = offsetof(ElementIndexedQuad, v1);
voff = offsetof(ElementIndexedQuad, v0);
uvoff = offsetof(ElementIndexedQuad, uv0);
} else {
off = offsetof(ElementIndexedQuadWithoutColor, v1);
voff = offsetof(ElementIndexedQuadWithoutColor, v0);
uvoff = offsetof(ElementIndexedQuadWithoutColor, uv0);
}
/* vertex specification */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
off,
(void *)(size_t)voff);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
off,
(void *)(size_t)uvoff);
if (!batch.constant_colored) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,
GL_UNSIGNED_BYTE,
off,
(void *)offsetof(ElementIndexedQuad, c0));
} else
glColor4ub(primitives[0].sprite.color.r,
primitives[0].sprite.color.g,
primitives[0].sprite.color.b,
primitives[0].sprite.color.a);
if (!batch.repeat)
textures_bind(&ctx.texture_cache, primitives->sprite.texture_key);
else
textures_bind_repeating(&ctx.texture_cache, primitives->sprite.texture_key);
bind_quad_element_buffer();
glDrawElements(GL_TRIANGLES, 6 * (GLsizei)batch.size, GL_UNSIGNED_SHORT, NULL);
/* clear the state */
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
size_t get_sprite_payload_size(struct SpriteBatch batch) {
if (batch.constant_colored)
return sizeof (ElementIndexedQuadWithoutColor);
else
return sizeof (ElementIndexedQuad);
}
bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch batch,
VertexBufferBuilder *builder,
Vec2 v0, Vec2 v1, Vec2 v2, Vec2 v3,
Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
Color color)
{
if (!batch.constant_colored) {
ElementIndexedQuad buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
/* equal for all (flat shaded) */
.c0 = color,
.c1 = color,
.c2 = color,
.c3 = color,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
} else {
ElementIndexedQuadWithoutColor buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
}
}
void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
const TextureKey texture_key,
const VertexBuffer buffer)
{
const size_t primitives_len = arrlenu(batch->primitives);
textures_bind(&ctx.texture_cache, texture_key);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
/* vertex specification*/
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,
GL_FLOAT,
offsetof(struct UncoloredSpaceTrianglePayload, v1),
(void *)offsetof(struct UncoloredSpaceTrianglePayload, v0));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
offsetof(struct UncoloredSpaceTrianglePayload, v1),
(void *)offsetof(struct UncoloredSpaceTrianglePayload, uv0));
/* commit for drawing */
glDrawArrays(GL_TRIANGLES, 0, 3 * (GLint)primitives_len);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
/* invalidate the buffer immediately */
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
bool push_text_payload_to_vertex_buffer_builder(FontData const *font_data,
VertexBufferBuilder *builder,
stbtt_aligned_quad quad)
{
(void)font_data;
ElementIndexedQuadWithoutColor buffer_element = {
.v0 = (Vec2){ quad.x0, quad.y0 },
.v1 = (Vec2){ quad.x1, quad.y0 },
.v2 = (Vec2){ quad.x1, quad.y1 },
.v3 = (Vec2){ quad.x0, quad.y1 },
.uv0 = (Vec2){ quad.s0, quad.t0 },
.uv1 = (Vec2){ quad.s1, quad.t0 },
.uv2 = (Vec2){ quad.s1, quad.t1 },
.uv3 = (Vec2){ quad.s0, quad.t1 },
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
}
void finally_draw_text(FontData const *font_data,
size_t len,
Color color,
VertexBuffer buffer)
{
(void)buffer;
/* vertex specification */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
offsetof(ElementIndexedQuadWithoutColor, v1),
(void *)(size_t)offsetof(ElementIndexedQuadWithoutColor, v0));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
offsetof(ElementIndexedQuadWithoutColor, v1),
(void *)(size_t)offsetof(ElementIndexedQuadWithoutColor, uv0));
bind_quad_element_buffer();
use_texture_mode(TEXTURE_MODE_GHOSTLY);
glBindTexture(GL_TEXTURE_2D, font_data->texture);
glColor4ub(color.r, color.g, color.b, color.a);
glDrawElements(GL_TRIANGLES, 6 * (GLsizei)len, GL_UNSIGNED_SHORT, NULL);
/* clear the state */
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
size_t get_text_payload_size(void) {
return sizeof (ElementIndexedQuadWithoutColor);
}