430 lines
12 KiB
C
430 lines
12 KiB
C
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#include "twn_gl_15_rendering_c.h"
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#include "twn_rendering_c.h"
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#include "townengine/util.h"
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#include "townengine/config.h"
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#include "townengine/context.h"
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#include "twn_text_c.h"
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#include <glad/glad.h>
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/* interleaved vertex array data */
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/* TODO: use int16_t for uvs */
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/* TODO: use packed types? */
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/* TODO: int16_t could be used for positioning, but we would need to have more CPU calcs */
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struct element_indexed_quad {
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/* upper-left */
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t_fvec2 v0;
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t_fvec2 uv0;
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t_color c0;
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/* bottom-left */
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t_fvec2 v1;
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t_fvec2 uv1;
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t_color c1;
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/* bottom-right */
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t_fvec2 v2;
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t_fvec2 uv2;
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t_color c2;
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/* upper-right */
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t_fvec2 v3;
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t_fvec2 uv3;
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t_color c3;
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};
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struct element_indexed_quad_without_color {
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/* upper-left */
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t_fvec2 v0;
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t_fvec2 uv0;
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/* bottom-left */
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t_fvec2 v1;
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t_fvec2 uv1;
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/* bottom-right */
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t_fvec2 v2;
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t_fvec2 uv2;
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/* upper-right */
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t_fvec2 v3;
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t_fvec2 uv3;
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};
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typedef enum {
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PIPELINE_NO,
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PIPELINE_SPACE,
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PIPELINE_2D,
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} pipeline;
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static pipeline pipeline_last_used = PIPELINE_NO;
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void use_space_pipeline(void) {
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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if (GLAD_GL_ARB_depth_clamp)
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glDisable(GL_DEPTH_CLAMP);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(&camera_projection_matrix.row[0].x);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(&camera_look_at_matrix.row[0].x);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LESS);
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glDepthRange(0, 1);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST); /* TODO: infer its usage? */
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glAlphaFunc(GL_EQUAL, 1.0f);
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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/* solid white, no modulation */
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glColor4ub(255, 255, 255, 255);
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pipeline_last_used = PIPELINE_SPACE;
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}
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void use_2d_pipeline(void) {
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if (pipeline_last_used == PIPELINE_SPACE) {
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glFlush();
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}
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glShadeModel(GL_FLAT);
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/* removes near/far plane comparison and discard */
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if (GLAD_GL_ARB_depth_clamp)
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glDisable(GL_DEPTH_CLAMP);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, RENDER_BASE_WIDTH, RENDER_BASE_HEIGHT, 0, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glDisable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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pipeline_last_used = PIPELINE_2D;
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}
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void upload_quad_vertices(t_frect rect) {
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/* client memory needs to be reachable on glDraw*, so */
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static float vertices[6 * 2];
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vertices[0] = rect.x; vertices[1] = rect.y;
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vertices[2] = rect.x; vertices[3] = rect.y + rect.h;
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vertices[4] = rect.x + rect.w; vertices[5] = rect.y + rect.h;
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vertices[6] = rect.x + rect.w; vertices[7] = rect.y + rect.h;
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vertices[8] = rect.x + rect.w; vertices[9] = rect.y;
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vertices[10] = rect.x; vertices[11] = rect.y;
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glVertexPointer(2, GL_FLOAT, 0, (void *)&vertices);
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}
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void render_rectangle(const struct rect_primitive *rectangle) {
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glColor4ub(rectangle->color.r, rectangle->color.g,
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rectangle->color.b, rectangle->color.a);
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glEnableClientState(GL_VERTEX_ARRAY);
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upload_quad_vertices(rectangle->rect);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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void render_circle(const struct circle_primitive *circle) {
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SDL_Vertex *vertices = NULL;
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int *indices = NULL;
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int num_vertices = (int)circle->radius;
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create_circle_geometry(circle->position,
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circle->color,
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circle->radius,
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num_vertices,
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&vertices,
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&indices);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2,
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GL_FLOAT,
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sizeof (SDL_Vertex),
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&vertices->position);
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4,
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GL_UNSIGNED_BYTE,
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sizeof (SDL_Vertex),
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&vertices->color);
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glDrawElements(GL_TRIANGLES,
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num_vertices * 3,
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GL_UNSIGNED_INT,
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indices);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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free(vertices);
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free(indices);
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}
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void use_texture_mode(enum texture_mode mode) {
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if (mode == TEXTURE_MODE_GHOSTLY) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_ALWAYS);
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glDepthMask(GL_FALSE);
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glDisable(GL_ALPHA_TEST);
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} else if (mode == TEXTURE_MODE_SEETHROUGH) {
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_TRUE);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_EQUAL, 1.0f);
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} else {
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glDisable(GL_BLEND);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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glDisable(GL_ALPHA_TEST);
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}
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}
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vertex_buffer_builder build_vertex_buffer(vertex_buffer buffer, size_t bytes) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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void *mapping = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!mapping)
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CRY("build_vertex_buffer", "Error mapping a vertex array buffer");
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return (vertex_buffer_builder) {
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.mapping = mapping,
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.bytes_left = bytes,
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};
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}
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bool push_to_vertex_buffer_builder(vertex_buffer_builder *builder,
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void *bytes, size_t size) {
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if (builder->bytes_left == 0)
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return false;
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memcpy(builder->mapping, bytes, size);
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builder->bytes_left -= size;
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/* trigger data send */
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if (builder->bytes_left == 0) {
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glUnmapBuffer(GL_ARRAY_BUFFER);
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return false;
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}
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return true;
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}
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void finally_render_sprites(const struct primitive_2d primitives[],
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const struct sprite_batch batch,
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const vertex_buffer vertex_buffer)
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{
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/* TODO: maybe do, dunno */
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// glBindBuffer(GL_VERTEX_ARRAY, vertex_buffer);
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(void)vertex_buffer;
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GLsizei off;
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GLsizei voff;
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GLsizei uvoff;
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if (!batch.constant_colored) {
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off = offsetof(struct element_indexed_quad, v1);
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voff = offsetof(struct element_indexed_quad, v0);
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uvoff = offsetof(struct element_indexed_quad, uv0);
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} else {
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off = offsetof(struct element_indexed_quad_without_color, v1);
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voff = offsetof(struct element_indexed_quad_without_color, v0);
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uvoff = offsetof(struct element_indexed_quad_without_color, uv0);
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}
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/* vertex specification */
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2,
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GL_FLOAT,
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off,
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(void *)(size_t)voff);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2,
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GL_FLOAT,
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off,
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(void *)(size_t)uvoff);
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if (!batch.constant_colored) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4,
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GL_UNSIGNED_BYTE,
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off,
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(void *)offsetof(struct element_indexed_quad, c0));
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} else
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glColor4ub(primitives[0].sprite.color.r,
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primitives[0].sprite.color.g,
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primitives[0].sprite.color.b,
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primitives[0].sprite.color.a);
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if (!batch.repeat)
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textures_bind(&ctx.texture_cache, primitives->sprite.texture_key);
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else
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textures_bind_repeating(&ctx.texture_cache, primitives->sprite.texture_key);
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bind_quad_element_buffer();
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glDrawElements(GL_TRIANGLES, 6 * (GLsizei)batch.size, GL_UNSIGNED_SHORT, NULL);
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/* clear the state */
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glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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size_t get_sprite_payload_size(struct sprite_batch batch) {
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if (batch.constant_colored)
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return sizeof (struct element_indexed_quad_without_color);
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else
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return sizeof (struct element_indexed_quad);
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}
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bool push_sprite_payload_to_vertex_buffer_builder(struct sprite_batch batch,
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vertex_buffer_builder *builder,
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t_fvec2 v0, t_fvec2 v1, t_fvec2 v2, t_fvec2 v3,
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t_fvec2 uv0, t_fvec2 uv1, t_fvec2 uv2, t_fvec2 uv3,
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t_color color)
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{
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if (!batch.constant_colored) {
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struct element_indexed_quad buffer_element = {
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.v0 = v0,
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.v1 = v1,
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.v2 = v2,
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.v3 = v3,
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.uv0 = uv0,
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.uv1 = uv1,
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.uv2 = uv2,
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.uv3 = uv3,
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/* equal for all (flat shaded) */
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.c0 = color,
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.c1 = color,
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.c2 = color,
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.c3 = color,
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};
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return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
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} else {
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struct element_indexed_quad_without_color buffer_element = {
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.v0 = v0,
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.v1 = v1,
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.v2 = v2,
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.v3 = v3,
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.uv0 = uv0,
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.uv1 = uv1,
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.uv2 = uv2,
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.uv3 = uv3,
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};
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return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
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}
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}
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void finally_draw_uncolored_space_traingle_batch(const struct mesh_batch *batch,
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const t_texture_key texture_key,
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const vertex_buffer vertex_buffer)
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{
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const size_t primitives_len = arrlenu(batch->primitives);
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textures_bind(&ctx.texture_cache, texture_key);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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/* vertex specification*/
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3,
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GL_FLOAT,
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offsetof(struct uncolored_space_triangle_payload, v1),
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(void *)offsetof(struct uncolored_space_triangle_payload, v0));
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2,
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GL_FLOAT,
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offsetof(struct uncolored_space_triangle_payload, v1),
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(void *)offsetof(struct uncolored_space_triangle_payload, uv0));
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/* commit for drawing */
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glDrawArrays(GL_TRIANGLES, 0, 3 * (GLint)primitives_len);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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/* invalidate the buffer immediately */
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glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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bool push_text_payload_to_vertex_buffer_builder(struct font_data const *font_data,
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vertex_buffer_builder *builder,
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stbtt_aligned_quad quad)
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{
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(void)font_data;
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glTexCoord2f(quad.s0, quad.t0);
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glVertex2f(quad.x0, quad.y0);
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glTexCoord2f(quad.s1, quad.t0);
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glVertex2f(quad.x1, quad.y0);
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glTexCoord2f(quad.s1, quad.t1);
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glVertex2f(quad.x1, quad.y1);
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glTexCoord2f(quad.s0, quad.t1);
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glVertex2f(quad.x0, quad.y1);
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}
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void finally_draw_text(struct font_data const *font_data,
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size_t len,
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t_color color,
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vertex_buffer buffer)
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{
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use_texture_mode(TEXTURE_MODE_GHOSTLY);
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glBindTexture(GL_TEXTURE_2D, font_data->texture);
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glColor4ub(color.r, color.g, color.b, color.a);
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}
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size_t get_text_payload_size(void) {
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return sizeof (struct element_indexed_quad_without_color);
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}
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