generalization of deferred commands and any_gl rendering where appropriate

This commit is contained in:
veclavtalica 2025-01-03 21:01:26 +03:00
parent edcb7fc39c
commit 33471b4c46
8 changed files with 347 additions and 321 deletions

View File

@ -109,4 +109,7 @@ typedef struct {
};
} DeferredCommand;
extern DeferredCommand *deferred_commands;
#endif

View File

@ -4,6 +4,7 @@
#include "twn_camera_c.h"
#include "twn_types.h"
#include "twn_vec.h"
#include "twn_deferred_commands.h"
#include <SDL2/SDL.h>
#include <stb_ds.h>
@ -18,6 +19,8 @@
#include <tgmath.h>
DeferredCommand *deferred_commands;
/* TODO: have a default initialized one */
Matrix4 camera_projection_matrix;
Matrix4 camera_look_at_matrix;
@ -401,3 +404,125 @@ DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
.up = camera.up,
};
}
void set_depth_range(double low, double high) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_DEPTH_RANGE,
.depth_range = {
.low = low,
.high = high
}
};
arrpush(deferred_commands, command);
}
void clear_draw_buffer(void) {
/* TODO: we can optimize a rectangle drawn over whole window to a clear color call*/
DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_CLEAR,
.clear = (DeferredCommandClear) {
.clear_color = true,
.clear_depth = true,
.clear_stencil = true,
.color = (Color) { 230, 230, 230, 1 }
}
};
arrpush(deferred_commands, command);
}
void use_texture_mode(TextureMode mode) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE,
.use_texture_mode = { mode }
};
arrpush(deferred_commands, command);
}
void use_2d_pipeline(void) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
.use_pipeline = { PIPELINE_2D }
};
arrpush(deferred_commands, command);
}
void use_space_pipeline(void) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
.use_pipeline = { PIPELINE_SPACE }
};
arrpush(deferred_commands, command);
}
void issue_deferred_draw_commands(void) {
for (size_t i = 0; i < arrlenu(deferred_commands); ++i) {
switch (deferred_commands[i].type) {
case DEFERRED_COMMAND_TYPE_DEPTH_RANGE: {
finally_set_depth_range(deferred_commands[i].depth_range);
break;
}
case DEFERRED_COMMAND_TYPE_CLEAR: {
finally_clear_draw_buffer(deferred_commands[i].clear);
break;
}
case DEFERRED_COMMAND_TYPE_DRAW: {
finally_draw_command(deferred_commands[i].draw);
break;
}
case DEFERRED_COMMAND_TYPE_DRAW_SKYBOX: {
finally_render_skybox(deferred_commands[i].draw_skybox);
break;
}
case DEFERRED_COMMAND_TYPE_USE_PIPIELINE: {
switch (deferred_commands[i].use_pipeline.pipeline) {
case PIPELINE_2D:
finally_use_2d_pipeline();
break;
case PIPELINE_SPACE:
finally_use_space_pipeline();
break;
case PIPELINE_NO:
default:
SDL_assert(false);
}
break;
}
case DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE: {
finally_use_texture_mode(deferred_commands[i].use_texture_mode.mode);
break;
}
case DEFERRED_COMMAND_TYPE_APPLY_FOG: {
finally_apply_fog(deferred_commands[i].apply_fog);
break;
}
case DEFERRED_COMMAND_TYPE_POP_FOG: {
finally_pop_fog();
break;
}
default:
SDL_assert(false);
}
}
}

View File

@ -1,9 +1,12 @@
#ifndef TWN_DRAW_C_H
#define TWN_DRAW_C_H
/* TODO: structure more categorically */
#include "twn_textures_c.h"
#include "twn_text_c.h"
#include "twn_option.h"
#include "twn_deferred_commands.h"
#include <SDL2/SDL.h>
#include <stb_truetype.h>
@ -173,10 +176,12 @@ bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
void setup_viewport(int x, int y, int width, int height);
void clear_draw_buffer(void);
void finally_clear_draw_buffer(DeferredCommandClear command);
void swap_buffers(void);
void set_depth_range(double low, double high);
void finally_set_depth_range(DeferredCommandDepthRange command);
VertexBuffer get_quad_element_buffer(void);
@ -187,10 +192,13 @@ void render_circle(const CirclePrimitive *circle);
void render_rectangle(const RectPrimitive *rectangle);
void use_space_pipeline(void);
void finally_use_space_pipeline(void);
void use_2d_pipeline(void);
void finally_use_2d_pipeline(void);
void use_texture_mode(TextureMode mode);
void finally_use_texture_mode(TextureMode mode);
void finally_render_quads(Primitive2D const primitives[],
struct QuadBatch batch,
@ -220,19 +228,18 @@ void finally_draw_text(FontData const *font_data,
VertexBuffer buffer);
void render_skybox(void);
void finally_render_skybox(char *paths_in_use);
void finally_render_skybox(DeferredCommandDrawSkybox);
void apply_fog(void);
void finally_apply_fog(float start, float end, float density, Color color);
void finally_apply_fog(DeferredCommandApplyFog);
void pop_fog(void);
void finally_pop_fog(void);
void start_render_frame(void);
void end_render_frame(void);
void finally_draw_command(DeferredCommandDraw command);
void issue_deferred_draw_commands(void);
#endif

View File

@ -1,6 +1,8 @@
#include "twn_draw.h"
#include "twn_draw_c.h"
#include <stb_ds.h>
#include <stdbool.h>
static float start_cache, end_cache, density_cache;
@ -21,7 +23,17 @@ void apply_fog(void) {
if (!fog_used)
return;
finally_apply_fog(start_cache, end_cache, density_cache, color_cache);
DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_APPLY_FOG,
.apply_fog = (DeferredCommandApplyFog){
.start = start_cache,
.end = end_cache,
.density = density_cache,
.color = color_cache
}
};
arrpush(deferred_commands, command);
}
@ -29,5 +41,9 @@ void pop_fog(void) {
if (!fog_used)
return;
finally_pop_fog();
DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_POP_FOG,
};
arrpush(deferred_commands, command);
}

View File

@ -5,6 +5,7 @@
#include "twn_text_c.h"
#include "twn_types.h"
#include "twn_deferred_commands.h"
#include "twn_gl_any_rendering_c.h"
#include <glad/glad.h>
#include <stb_ds.h>
@ -81,219 +82,6 @@ static TextureMode texture_mode_last_used = TEXTURE_MODE_UNKNOWN;
static Pipeline pipeline_last_used = PIPELINE_NO;
/* potentially double buffered array of vertex array handles */
/* we assume they will be refilled fully each frame */
static size_t scratch_va_front_used, scratch_va_back_used;
static GLuint *front_scratch_vertex_arrays, *back_scratch_vertex_arrays;
static GLuint **current_scratch_vertex_array = &front_scratch_vertex_arrays;
static void restart_scratch_vertex_arrays(void) {
scratch_va_front_used = 0;
scratch_va_back_used = 0;
if (ctx.render_double_buffered) {
current_scratch_vertex_array = current_scratch_vertex_array == &front_scratch_vertex_arrays ?
&back_scratch_vertex_arrays : &front_scratch_vertex_arrays;
}
}
GLuint get_scratch_vertex_array(void) {
size_t *used = current_scratch_vertex_array == &front_scratch_vertex_arrays ?
&scratch_va_front_used : &scratch_va_back_used;
if (arrlenu(*current_scratch_vertex_array) <= *used) {
GLuint handle;
glGenBuffers(1, &handle);
arrpush(*current_scratch_vertex_array, handle);
}
(*used)++;
return (*current_scratch_vertex_array)[*used - 1];
}
static void finally_use_2d_pipeline(void);
static void finally_use_space_pipeline(void);
static void finally_use_texture_mode(TextureMode mode);
static void deferred_render_skybox(char *paths);
static void deferred_apply_fog(float start, float end, float density, Color color);
static void deferred_pop_fog(void);
static DeferredCommand *deferred_commands;
static void issue_deferred_draw_commands(void) {
for (size_t i = 0; i < arrlenu(deferred_commands); ++i) {
switch (deferred_commands[i].type) {
case DEFERRED_COMMAND_TYPE_DEPTH_RANGE: {
glDepthRange(deferred_commands[i].depth_range.low, deferred_commands[i].depth_range.high);
break;
}
case DEFERRED_COMMAND_TYPE_CLEAR: {
glClearColor((1.0f / 255) * deferred_commands[i].clear.color.r,
(1.0f / 255) * deferred_commands[i].clear.color.g,
(1.0f / 255) * deferred_commands[i].clear.color.b,
(1.0f / 255) * deferred_commands[i].clear.color.a);
/* needed as we might mess with it */
glDepthRange(0.0, 1.0);
glDepthMask(GL_TRUE);
glClear((deferred_commands[i].clear.clear_color ? GL_COLOR_BUFFER_BIT : 0) |
(deferred_commands[i].clear.clear_depth ? GL_DEPTH_BUFFER_BIT : 0) |
(deferred_commands[i].clear.clear_stencil ? GL_STENCIL_BUFFER_BIT : 0) );
break;
}
case DEFERRED_COMMAND_TYPE_DRAW: {
DeferredCommandDraw const command = deferred_commands[i].draw;
/* TODO: don't assume a single vertex array ? */
SDL_assert(command.vertices.arity != 0);
SDL_assert(command.vertices.buffer);
SDL_assert((command.element_buffer && command.element_count != 0) || command.primitive_count != 0);
glBindBuffer(GL_ARRAY_BUFFER, command.vertices.buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.element_buffer);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(command.vertices.arity,
command.vertices.type,
command.vertices.stride,
(void *)command.vertices.offset);
if (command.texcoords.arity != 0) {
SDL_assert(command.texcoords.buffer == command.vertices.buffer);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(command.texcoords.arity,
command.texcoords.type,
command.texcoords.stride,
(void *)command.texcoords.offset);
}
if (command.colors.arity != 0) {
SDL_assert(command.colors.buffer == command.vertices.buffer);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(command.colors.arity,
command.colors.type,
command.colors.stride,
(void *)command.colors.offset);
} else if (command.constant_colored)
glColor4ub(command.color.r,
command.color.g,
command.color.b,
command.color.a);
if (command.textured) {
if (command.uses_gpu_key)
glBindTexture(GL_TEXTURE_2D, command.gpu_texture);
else if (command.texture_repeat)
textures_bind_repeating(&ctx.texture_cache, command.texture_key);
else
textures_bind(&ctx.texture_cache, command.texture_key);
}
if (command.element_buffer) {
SDL_assert(command.element_count != 0);
if (command.range_start == command.range_end)
glDrawElements(GL_TRIANGLES, command.element_count, GL_UNSIGNED_SHORT, NULL);
else
glDrawRangeElements(GL_TRIANGLES,
command.range_start,
command.range_end,
command.element_count,
GL_UNSIGNED_SHORT,
NULL);
} else {
SDL_assert(command.primitive_count != 0);
glDrawArrays(GL_TRIANGLES, 0, command.primitive_count);
}
/* state clearing */
if (command.textured)
glBindTexture(GL_TEXTURE_2D, 0);
if (command.colors.arity != 0)
glDisableClientState(GL_COLOR_ARRAY);
if (command.texcoords.arity != 0)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
break;
}
case DEFERRED_COMMAND_TYPE_DRAW_SKYBOX: {
deferred_render_skybox(deferred_commands[i].draw_skybox.paths);
break;
}
case DEFERRED_COMMAND_TYPE_USE_PIPIELINE: {
switch (deferred_commands[i].use_pipeline.pipeline) {
case PIPELINE_2D:
finally_use_2d_pipeline();
break;
case PIPELINE_SPACE:
finally_use_space_pipeline();
break;
case PIPELINE_NO:
default:
SDL_assert(false);
}
break;
}
case DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE: {
finally_use_texture_mode(deferred_commands[i].use_texture_mode.mode);
break;
}
case DEFERRED_COMMAND_TYPE_APPLY_FOG: {
deferred_apply_fog(deferred_commands[i].apply_fog.start,
deferred_commands[i].apply_fog.end,
deferred_commands[i].apply_fog.density,
deferred_commands[i].apply_fog.color);
break;
}
case DEFERRED_COMMAND_TYPE_POP_FOG: {
deferred_pop_fog();
break;
}
default:
SDL_assert(false);
}
}
}
void clear_draw_buffer(void) {
/* TODO: we can optimize a rectangle drawn over whole window to a clear color call*/
DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_CLEAR,
.clear = (DeferredCommandClear) {
.clear_color = true,
.clear_depth = true,
.clear_stencil = true,
.color = (Color) { 230, 230, 230, 1 }
}
};
arrpush(deferred_commands, command);
}
void start_render_frame(void) {
clear_draw_buffer();
}
@ -318,17 +106,7 @@ void end_render_frame(void) {
}
void use_space_pipeline(void) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
.use_pipeline = { PIPELINE_SPACE }
};
arrpush(deferred_commands, command);
}
static void finally_use_space_pipeline(void) {
void finally_use_space_pipeline(void) {
if (pipeline_last_used == PIPELINE_SPACE)
return;
@ -366,17 +144,7 @@ static void finally_use_space_pipeline(void) {
}
void use_2d_pipeline(void) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
.use_pipeline = { PIPELINE_2D }
};
arrpush(deferred_commands, command);
}
static void finally_use_2d_pipeline(void) {
void finally_use_2d_pipeline(void) {
if (pipeline_last_used == PIPELINE_SPACE) {
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glFlush();
@ -418,17 +186,7 @@ static void finally_use_2d_pipeline(void) {
}
void use_texture_mode(TextureMode mode) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE,
.use_texture_mode = { mode }
};
arrpush(deferred_commands, command);
}
static void finally_use_texture_mode(TextureMode mode) {
void finally_use_texture_mode(TextureMode mode) {
if (texture_mode_last_used == mode)
return;
@ -815,6 +573,7 @@ size_t get_text_payload_size(void) {
return sizeof (ElementIndexedQuadWithoutColor);
}
static void load_cubemap_side(const char *path, GLenum target) {
SDL_Surface *surface = textures_load_surface(path);
/* TODO: sanity check whether all of them have same dimensions? */
@ -891,35 +650,23 @@ void render_circle(const CirclePrimitive *circle) {
}
void finally_render_skybox(char *paths) {
DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_DRAW_SKYBOX,
.draw_skybox = (DeferredCommandDrawSkybox){
.paths = paths
}
};
arrpush(deferred_commands, command);
}
static void deferred_render_skybox(char *paths) {
void finally_render_skybox(DeferredCommandDrawSkybox command) {
static GLuint cubemap = 0;
static char *paths_cache = NULL;
bool loading_needed = false;
/* drop it */
if (!paths_cache || (SDL_strcmp(paths_cache, paths) != 0)) {
if (!paths_cache || (SDL_strcmp(paths_cache, command.paths) != 0)) {
if (cubemap)
glDeleteTextures(1, &cubemap);
glGenTextures(1, &cubemap);
if (paths_cache)
SDL_free(paths_cache);
paths_cache = paths;
paths_cache = command.paths;
loading_needed = true;
} else
SDL_free(paths);
SDL_free(command.paths);
Matrix4 camera_look_at_matrix_solipsist = camera_look_at_matrix;
camera_look_at_matrix_solipsist.row[3].x = 0;
@ -935,27 +682,27 @@ static void deferred_render_skybox(char *paths) {
if (loading_needed) {
/* load all the sides */
char *expanded = expand_asterisk(paths, "up");
char *expanded = expand_asterisk(command.paths, "up");
load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_POSITIVE_Y);
SDL_free(expanded);
expanded = expand_asterisk(paths, "down");
expanded = expand_asterisk(command.paths, "down");
load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y);
SDL_free(expanded);
expanded = expand_asterisk(paths, "east");
expanded = expand_asterisk(command.paths, "east");
load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_POSITIVE_X);
SDL_free(expanded);
expanded = expand_asterisk(paths, "north");
expanded = expand_asterisk(command.paths, "north");
load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_POSITIVE_Z);
SDL_free(expanded);
expanded = expand_asterisk(paths, "west");
expanded = expand_asterisk(command.paths, "west");
load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_NEGATIVE_X);
SDL_free(expanded);
expanded = expand_asterisk(paths, "south");
expanded = expand_asterisk(command.paths, "south");
load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
SDL_free(expanded);
}
@ -1051,65 +798,132 @@ static void deferred_render_skybox(char *paths) {
}
void finally_apply_fog(float start, float end, float density, Color color) {
DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_APPLY_FOG,
.apply_fog = (DeferredCommandApplyFog){
.start = start,
.end = end,
.density = density,
.color = color
}
};
arrpush(deferred_commands, command);
}
static void deferred_apply_fog(float start, float end, float density, Color color) {
if (density < 0.0f || density > 1.0f)
void finally_apply_fog(DeferredCommandApplyFog command) {
if (command.density < 0.0f || command.density > 1.0f)
log_warn("Invalid fog density given, should be in range [0..1]");
/* TODO: cache it for constant parameters, which is a common case */
glEnable(GL_FOG);
glFogf(GL_FOG_DENSITY, density);
glFogf(GL_FOG_START, start);
glFogf(GL_FOG_END, end);
glFogf(GL_FOG_DENSITY, command.density);
glFogf(GL_FOG_START, command.start);
glFogf(GL_FOG_END, command.end);
float color_conv[4];
color_conv[0] = (float)color.r / UINT8_MAX;
color_conv[1] = (float)color.g / UINT8_MAX;
color_conv[2] = (float)color.b / UINT8_MAX;
color_conv[3] = (float)color.a / UINT8_MAX;
color_conv[0] = (float)command.color.r / UINT8_MAX;
color_conv[1] = (float)command.color.g / UINT8_MAX;
color_conv[2] = (float)command.color.b / UINT8_MAX;
color_conv[3] = (float)command.color.a / UINT8_MAX;
glFogfv(GL_FOG_COLOR, color_conv);
}
void finally_pop_fog(void) {
DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_POP_FOG,
};
arrpush(deferred_commands, command);
}
static void deferred_pop_fog(void) {
glDisable(GL_FOG);
}
void set_depth_range(double low, double high) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_DEPTH_RANGE,
.depth_range = {
.low = low,
.high = high
void finally_set_depth_range(DeferredCommandDepthRange command) {
glDepthRange(command.low, command.high);
}
};
arrpush(deferred_commands, command);
void finally_clear_draw_buffer(DeferredCommandClear command) {
glClearColor((1.0f / 255) * command.color.r,
(1.0f / 255) * command.color.g,
(1.0f / 255) * command.color.b,
(1.0f / 255) * command.color.a);
/* needed as we might mess with it */
glDepthRange(0.0, 1.0);
glDepthMask(GL_TRUE);
glClear((command.clear_color ? GL_COLOR_BUFFER_BIT : 0) |
(command.clear_depth ? GL_DEPTH_BUFFER_BIT : 0) |
(command.clear_stencil ? GL_STENCIL_BUFFER_BIT : 0) );
}
void finally_draw_command(DeferredCommandDraw command) {
/* TODO: don't assume a single vertex array ? */
SDL_assert(command.vertices.arity != 0);
SDL_assert(command.vertices.buffer);
SDL_assert((command.element_buffer && command.element_count != 0) || command.primitive_count != 0);
glBindBuffer(GL_ARRAY_BUFFER, command.vertices.buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.element_buffer);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(command.vertices.arity,
command.vertices.type,
command.vertices.stride,
(void *)command.vertices.offset);
if (command.texcoords.arity != 0) {
SDL_assert(command.texcoords.buffer == command.vertices.buffer);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(command.texcoords.arity,
command.texcoords.type,
command.texcoords.stride,
(void *)command.texcoords.offset);
}
if (command.colors.arity != 0) {
SDL_assert(command.colors.buffer == command.vertices.buffer);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(command.colors.arity,
command.colors.type,
command.colors.stride,
(void *)command.colors.offset);
} else if (command.constant_colored)
glColor4ub(command.color.r,
command.color.g,
command.color.b,
command.color.a);
if (command.textured) {
if (command.uses_gpu_key)
glBindTexture(GL_TEXTURE_2D, command.gpu_texture);
else if (command.texture_repeat)
textures_bind_repeating(&ctx.texture_cache, command.texture_key);
else
textures_bind(&ctx.texture_cache, command.texture_key);
}
if (command.element_buffer) {
SDL_assert(command.element_count != 0);
if (command.range_start == command.range_end)
glDrawElements(GL_TRIANGLES, command.element_count, GL_UNSIGNED_SHORT, NULL);
else
glDrawRangeElements(GL_TRIANGLES,
command.range_start,
command.range_end,
command.element_count,
GL_UNSIGNED_SHORT,
NULL);
} else {
SDL_assert(command.primitive_count != 0);
glDrawArrays(GL_TRIANGLES, 0, command.primitive_count);
}
/* state clearing */
if (command.textured)
glBindTexture(GL_TEXTURE_2D, 0);
if (command.colors.arity != 0)
glDisableClientState(GL_COLOR_ARRAY);
if (command.texcoords.arity != 0)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

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@ -1,4 +1,8 @@
#include "twn_gl_any_rendering_c.h"
#include "twn_draw_c.h"
#include "twn_engine_context_c.h"
#include <stb_ds.h>
#ifdef EMSCRIPTEN
#include <GLES2/gl2.h>
@ -84,3 +88,35 @@ VertexBuffer get_circle_element_buffer(void) {
return buffer;
}
/* potentially double buffered array of vertex array handles */
/* we assume they will be refilled fully each frame */
static size_t scratch_va_front_used, scratch_va_back_used;
static GLuint *front_scratch_vertex_arrays, *back_scratch_vertex_arrays;
static GLuint **current_scratch_vertex_array = &front_scratch_vertex_arrays;
void restart_scratch_vertex_arrays(void) {
scratch_va_front_used = 0;
scratch_va_back_used = 0;
if (ctx.render_double_buffered) {
current_scratch_vertex_array = current_scratch_vertex_array == &front_scratch_vertex_arrays ?
&back_scratch_vertex_arrays : &front_scratch_vertex_arrays;
}
}
GLuint get_scratch_vertex_array(void) {
size_t *used = current_scratch_vertex_array == &front_scratch_vertex_arrays ?
&scratch_va_front_used : &scratch_va_back_used;
if (arrlenu(*current_scratch_vertex_array) <= *used) {
GLuint handle;
glGenBuffers(1, &handle);
arrpush(*current_scratch_vertex_array, handle);
}
(*used)++;
return (*current_scratch_vertex_array)[*used - 1];
}

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@ -0,0 +1,16 @@
#ifndef TWN_GL_ANY_RENDERING_C_H
#define TWN_GL_ANY_RENDERING_C_H
#ifdef EMSCRIPTEN
#include <GLES2/gl2.h>
#else
#include <glad/glad.h>
#endif
#include <stddef.h>
void restart_scratch_vertex_arrays(void);
GLuint get_scratch_vertex_array(void);
#endif

View File

@ -2,6 +2,7 @@
#include "twn_draw_c.h"
#include <SDL2/SDL.h>
#include <stb_ds.h>
static char *paths_in_use;
@ -21,6 +22,14 @@ void render_skybox(void) {
return;
/* note: ownership of 'paths_in_use' goes there */
finally_render_skybox(paths_in_use);
DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_DRAW_SKYBOX,
.draw_skybox = (DeferredCommandDrawSkybox){
.paths = paths_in_use
}
};
arrpush(deferred_commands, command);
paths_in_use = NULL;
}