townengine/src/rendering/twn_sprites.c

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#include "twn_draw.h"
#include "twn_draw_c.h"
#include "twn_engine_context_c.h"
#include "twn_util.h"
#include "twn_util_c.h"
#include "twn_textures_c.h"
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#include "twn_option.h"
#include <stb_ds.h>
#include <stdbool.h>
#include <stddef.h>
/*
* 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
*/
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void draw_sprite(char const *path,
Rect rect,
Rect const *texture_region, /* optional, default: NULL */
Color color, /* optional, default: all 255 */
float rotation, /* optional, default: 0 */
bool flip_x, /* optional, default: false */
bool flip_y, /* optional, default: false */
bool stretch)
{
SpritePrimitive sprite = {
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.rect = rect,
.color = color,
.rotation = rotation,
.texture_key = textures_get_key(&ctx.texture_cache, path),
.flip_x = flip_x,
.flip_y = flip_y,
.repeat = !stretch,
.texture_region_opt_set = texture_region != NULL,
};
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if (texture_region)
sprite.texture_region_opt = *texture_region;
Primitive2D primitive = {
.type = PRIMITIVE_2D_SPRITE,
.sprite = sprite,
};
arrput(ctx.render_queue_2d, primitive);
}
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void draw_sprite_args(const DrawSpriteArgs args) {
Color const color = m_or(args, color, ((Color) { 255, 255, 255, 255 }));
float const rotation = m_or(args, rotation, 0.0f);
bool const flip_x = m_or(args, flip_x, false);
bool const flip_y = m_or(args, flip_y, false);
bool const stretch = m_or(args, stretch, false);
Rect const *texture_region = m_is_set(args, texture_region) ? &args.texture_region_opt : NULL;
draw_sprite(args.path, args.rect, texture_region, color, rotation, flip_x, flip_y, stretch);
}
struct QuadBatch collect_sprite_batch(const Primitive2D primitives[], size_t len) {
SDL_assert(primitives[0].type == PRIMITIVE_2D_SPRITE);
SDL_assert(primitives && len != 0);
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const uint16_t texture_key_id = primitives[0].sprite.texture_key.id;
const int atlas_id = textures_get_atlas_id(&ctx.texture_cache, primitives[0].sprite.texture_key);
struct QuadBatch batch = {
.mode = textures_get_mode(&ctx.texture_cache, primitives[0].sprite.texture_key),
.constant_colored = true,
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.repeat = primitives[0].sprite.repeat,
.textured = 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 Primitive2D *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 TextureMode mode = textures_get_mode(&ctx.texture_cache, current->sprite.texture_key);
if (mode != batch.mode)
break;
/* only collect the same texture atlases */
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if (textures_get_atlas_id(&ctx.texture_cache, current->sprite.texture_key) != atlas_id)
break;
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/* repeated textures require separate handling */
if (batch.repeat) {
/* all must be repeated */
if (!current->sprite.repeat)
break;
/* all must be of same texture id, not just atlas id */
if (current->sprite.texture_key.id != texture_key_id)
break;
}
/* if all are modulated the same we can skip sending the color data */
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if (*(const uint32_t *)&current->sprite.color != uniform_color)
batch.constant_colored = false;
++batch.size;
}
return batch;
}
/* assumes that orthogonal matrix setup is done already */
void render_sprite_batch(const Primitive2D primitives[],
const struct QuadBatch batch)
{
SDL_assert(primitives && batch.size != 0);
SDL_assert(primitives[0].type == PRIMITIVE_2D_SPRITE);
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
static VertexBuffer vertex_array = 0;
if (vertex_array == 0)
vertex_array = create_vertex_buffer();
use_texture_mode(batch.mode);
const Rect dims =
textures_get_dims(&ctx.texture_cache, primitives->sprite.texture_key);
/* vertex population over a vertex buffer builder interface */
{
VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_quad_payload_size(batch) * batch.size);
for (size_t i = 0; i < batch.size; ++i) {
/* render opaques front to back, to gain benefit of an early z rejection */
const size_t cur = batch.mode == TEXTURE_MODE_GHOSTLY ? i : batch.size - i - 1;
const SpritePrimitive sprite = primitives[cur].sprite;
/* TODO: try caching it */
const Rect srcrect =
textures_get_srcrect(&ctx.texture_cache, primitives[cur].sprite.texture_key);
Vec2 uv0, uv1, uv2, uv3;
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if (!sprite.repeat) {
const float wr = srcrect.w / dims.w;
const float hr = srcrect.h / dims.h;
const float xr = srcrect.x / dims.w;
const float yr = srcrect.y / dims.h;
if (!m_is_set(sprite, texture_region)) {
uv0 = (Vec2){ xr + wr * sprite.flip_x, yr + hr * sprite.flip_y };
uv1 = (Vec2){ xr + wr * sprite.flip_x, yr + hr * !sprite.flip_y };
uv2 = (Vec2){ xr + wr * !sprite.flip_x, yr + hr * !sprite.flip_y };
uv3 = (Vec2){ xr + wr * !sprite.flip_x, yr + hr * sprite.flip_y };
} else {
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/* TODO: support for flipping */
uv0 = (Vec2){ (srcrect.x + sprite.texture_region_opt.x) / dims.w,
(srcrect.y + sprite.texture_region_opt.y) / dims.h };
uv1 = (Vec2){ (srcrect.x + sprite.texture_region_opt.x) / dims.w,
(srcrect.y + sprite.texture_region_opt.y + sprite.texture_region_opt.h) / dims.h };
uv2 = (Vec2){ (srcrect.x + sprite.texture_region_opt.x + sprite.texture_region_opt.w) / dims.w,
(srcrect.y + sprite.texture_region_opt.y + sprite.texture_region_opt.h) / dims.h };
uv3 = (Vec2){ (srcrect.x + sprite.texture_region_opt.x + sprite.texture_region_opt.w) / dims.w,
(srcrect.y + sprite.texture_region_opt.y) / dims.h };
}
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} else {
/* try fitting texture into supplied destination rectangle */
const float rx = sprite.rect.w / srcrect.w;
const float ry = sprite.rect.h / srcrect.h;
uv0 = (Vec2){ rx * sprite.flip_x, ry * sprite.flip_y };
uv1 = (Vec2){ rx * sprite.flip_x, ry * !sprite.flip_y };
uv2 = (Vec2){ rx * !sprite.flip_x, ry * !sprite.flip_y };
uv3 = (Vec2){ rx * !sprite.flip_x, ry * sprite.flip_y };
if (m_is_set(sprite, texture_region)) {
/* displace origin */
const float ax = sprite.texture_region_opt.x / srcrect.w;
const float ay = sprite.texture_region_opt.y / srcrect.h;
uv0.x += ax; uv1.x += ax; uv2.x += ax; uv3.x += ax;
uv0.y += ay; uv1.y += ay; uv2.y += ay; uv3.y += ay;
}
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}
Vec2 v0, v1, v2, v3;
/* todo: fast PI/2 degree divisible rotations? */
if (sprite.rotation == 0.0f) {
/* non-rotated case */
v0 = (Vec2){ sprite.rect.x, sprite.rect.y };
v1 = (Vec2){ sprite.rect.x, sprite.rect.y + sprite.rect.h };
v2 = (Vec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y + sprite.rect.h };
v3 = (Vec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y };
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#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wfloat-equal"
} else if (sprite.rect.w == sprite.rect.h) {
/* rotated square case */
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#pragma GCC diagnostic pop
const Vec2 c = frect_center(sprite.rect);
const Vec2 t = fast_cossine(sprite.rotation + (float)M_PI_4);
const Vec2 d = {
.x = t.x * sprite.rect.w * (float)M_SQRT1_2,
.y = t.y * sprite.rect.h * (float)M_SQRT1_2,
};
v0 = (Vec2){ c.x - d.x, c.y - d.y };
v1 = (Vec2){ c.x - d.y, c.y + d.x };
v2 = (Vec2){ c.x + d.x, c.y + d.y };
v3 = (Vec2){ c.x + d.y, c.y - d.x };
} else {
/* rotated non-square case*/
const Vec2 c = frect_center(sprite.rect);
const Vec2 t = fast_cossine(sprite.rotation);
const Vec2 h = { sprite.rect.w / 2, sprite.rect.h / 2 };
v0 = (Vec2){ c.x + t.x * -h.x - t.y * -h.y, c.y + t.y * -h.x + t.x * -h.y };
v1 = (Vec2){ c.x + t.x * -h.x - t.y * +h.y, c.y + t.y * -h.x + t.x * +h.y };
v2 = (Vec2){ c.x + t.x * +h.x - t.y * +h.y, c.y + t.y * +h.x + t.x * +h.y };
v3 = (Vec2){ c.x + t.x * +h.x - t.y * -h.y, c.y + t.y * +h.x + t.x * -h.y };
}
push_quad_payload_to_vertex_buffer_builder(batch, &payload, v0, v1, v2, v3, uv0, uv1, uv2, uv3, sprite.color);
}
}
finally_render_quads(primitives, batch, vertex_array);
}