townengine/src/rendering/sprites.h

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/* a rendering.c mixin */
#ifndef SPRITES_H
#define SPRITES_H
#include "../textures.h"
#include "../rendering.h"
#include "../context.h"
#include "../util.h"
#include "quad_element_buffer.h"
#include <stb_ds.h>
#include <stdbool.h>
#include <stddef.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 */
struct sprite_primitive_payload {
/* upper-left */
t_fvec2 v0;
t_fvec2 uv0;
t_color c0;
/* bottom-left */
t_fvec2 v1;
t_fvec2 uv1;
t_color c1;
/* bottom-right */
t_fvec2 v2;
t_fvec2 uv2;
t_color c2;
/* upper-right */
t_fvec2 v3;
t_fvec2 uv3;
t_color c3;
};
struct sprite_primitive_payload_without_color {
/* upper-left */
t_fvec2 v0;
t_fvec2 uv0;
/* bottom-left */
t_fvec2 v1;
t_fvec2 uv1;
/* bottom-right */
t_fvec2 v2;
t_fvec2 uv2;
/* upper-right */
t_fvec2 v3;
t_fvec2 uv3;
};
/*
* an implementation note:
* try to avoid doing expensive work in the push functions,
* because they will be called multiple times in the main loop
* before anything is really rendered
*/
/* TODO: it might make sense to infer alpha channel presence / meaningfulness for textures in atlas */
/* so that they are rendered with no blend / batched in a way to reduce overdraw automatically */
void push_sprite(char *path, t_frect rect) {
struct sprite_primitive sprite = {
.rect = rect,
.color = (t_color) { 255, 255, 255, 255 },
.rotation = 0.0,
.texture_key = textures_get_key(&ctx.texture_cache, path),
.flip_x = false,
.flip_y = false,
};
struct primitive_2d primitive = {
.type = PRIMITIVE_2D_SPRITE,
.sprite = sprite,
};
arrput(ctx.render_queue_2d, primitive);
}
void push_sprite_ex(t_frect rect, t_push_sprite_args args) {
struct sprite_primitive sprite = {
.rect = rect,
.color = args.color,
.rotation = args.rotation,
.texture_key = textures_get_key(&ctx.texture_cache, args.path),
.flip_x = args.flip_x,
.flip_y = args.flip_y,
};
struct primitive_2d primitive = {
.type = PRIMITIVE_2D_SPRITE,
.sprite = sprite,
};
arrput(ctx.render_queue_2d, primitive);
}
static struct sprite_batch {
size_t size; /* how many primitives are in current batch */
int atlas_id;
enum texture_mode mode;
bool constant_colored; /* whether colored batch is uniformly colored */
} collect_sprite_batch(const struct primitive_2d *primitives, size_t len) {
/* assumes that first primitive is already a sprite */
struct sprite_batch batch = {
.atlas_id =
textures_get_atlas_id(&ctx.texture_cache, primitives[0].sprite.texture_key),
.mode = textures_get_mode(&ctx.texture_cache, primitives[0].sprite.texture_key),
.constant_colored = true,
};
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const uint32_t uniform_color = *(const uint32_t *)&primitives[0].sprite.color;
/* batch size is clamped so that reallocated short indices could be used */
if (len >= QUAD_ELEMENT_BUFFER_LENGTH)
len = QUAD_ELEMENT_BUFFER_LENGTH;
for (size_t i = 0; i < len; ++i) {
const struct primitive_2d *const current = &primitives[i];
/* don't touch things other than sprites */
if (current->type != PRIMITIVE_2D_SPRITE)
break;
/* only collect the same blend modes */
const enum texture_mode mode = textures_get_mode(&ctx.texture_cache, current->sprite.texture_key);
if (mode != batch.mode)
break;
/* only collect the same texture atlases */
if (textures_get_atlas_id(&ctx.texture_cache, current->sprite.texture_key)
!= batch.atlas_id)
break;
/* if all are modulated the same we can skip sending the color data */
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if (batch.constant_colored && *(const uint32_t *)&current->sprite.color == uniform_color)
batch.constant_colored = false;
++batch.size;
}
return batch;
}
/* assumes that orthogonal matrix setup is done already */
static void render_sprites(const struct primitive_2d primitives[],
const struct sprite_batch batch)
{
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
static GLuint vertex_array = 0;
if (vertex_array == 0)
glGenBuffers(1, &vertex_array);
if (batch.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 (batch.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);
}
size_t payload_size;
if (!batch.constant_colored)
payload_size = sizeof (struct sprite_primitive_payload);
else
payload_size = sizeof (struct sprite_primitive_payload_without_color);
glBindBuffer(GL_ARRAY_BUFFER, vertex_array);
glBufferData(GL_ARRAY_BUFFER,
payload_size * batch.size,
NULL,
GL_STREAM_DRAW);
const t_rect dims =
textures_get_dims(&ctx.texture_cache, primitives->sprite.texture_key);
/* vertex population over a mapped buffer */
{
/* TODO: check errors, ensure alignment ? */
void *const payload = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
for (size_t i = 0; i < batch.size; ++i) {
/* render opaques front to back */
const size_t cur = batch.mode == TEXTURE_MODE_GHOSTLY ? i : batch.size - i - 1;
const struct sprite_primitive sprite = primitives[cur].sprite;
const t_rect srcrect =
textures_get_srcrect(&ctx.texture_cache, primitives[cur].sprite.texture_key);
const float wr = (float)srcrect.w / (float)dims.w;
const float hr = (float)srcrect.h / (float)dims.h;
const float xr = (float)srcrect.x / (float)dims.w;
const float yr = (float)srcrect.y / (float)dims.h;
t_fvec2 uv0 = { xr + wr * sprite.flip_x, yr + hr * sprite.flip_y };
t_fvec2 uv1 = { xr + wr * sprite.flip_x, yr + hr * !sprite.flip_y };
t_fvec2 uv2 = { xr + wr * !sprite.flip_x, yr + hr * !sprite.flip_y };
t_fvec2 uv3 = { xr + wr * !sprite.flip_x, yr + hr * sprite.flip_y };
t_fvec2 v0, v1, v2, v3;
/* todo: fast PI/2 degree divisible rotations? */
if (sprite.rotation == 0.0f) {
/* non-rotated case */
v0 = (t_fvec2){ sprite.rect.x, sprite.rect.y };
v1 = (t_fvec2){ sprite.rect.x, sprite.rect.y + sprite.rect.h };
v2 = (t_fvec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y + sprite.rect.h };
v3 = (t_fvec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y };
} else if (sprite.rect.w == sprite.rect.h) {
/* rotated square case */
const t_fvec2 c = frect_center(sprite.rect);
const t_fvec2 t = fast_cossine(sprite.rotation + (float)M_PI_4);
const t_fvec2 d = {
.x = t.x * sprite.rect.w * (float)M_SQRT1_2,
.y = t.y * sprite.rect.h * (float)M_SQRT1_2,
};
v0 = (t_fvec2){ c.x - d.x, c.y - d.y };
v1 = (t_fvec2){ c.x - d.y, c.y + d.x };
v2 = (t_fvec2){ c.x + d.x, c.y + d.y };
v3 = (t_fvec2){ c.x + d.y, c.y - d.x };
} else {
/* rotated non-square case*/
CRY("Rotation", "Unimplemented");
}
if (!batch.constant_colored)
((struct sprite_primitive_payload *)payload)[i] = (struct sprite_primitive_payload) {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
/* equal for all (flat shaded) */
.c0 = sprite.color,
.c1 = sprite.color,
.c2 = sprite.color,
.c3 = sprite.color,
};
else
((struct sprite_primitive_payload_without_color *)payload)[i] = (struct sprite_primitive_payload_without_color) {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
};
}
glUnmapBuffer(GL_ARRAY_BUFFER);
}
GLsizei off;
GLsizei voff;
GLsizei uvoff;
if (!batch.constant_colored) {
off = offsetof(struct sprite_primitive_payload, v1);
voff = offsetof(struct sprite_primitive_payload, v0);
uvoff = offsetof(struct sprite_primitive_payload, uv0);
} else {
off = offsetof(struct sprite_primitive_payload_without_color, v1);
voff = offsetof(struct sprite_primitive_payload_without_color, v0);
uvoff = offsetof(struct sprite_primitive_payload_without_color, 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(struct sprite_primitive_payload, c0));
} else
glColor4ub(primitives[0].sprite.color.r,
primitives[0].sprite.color.g,
primitives[0].sprite.color.b,
primitives[0].sprite.color.a);
textures_bind(&ctx.texture_cache, primitives->sprite.texture_key, GL_TEXTURE_2D);
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);
}
#endif