billboards!
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@ -1,30 +1,171 @@
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#include "twn_draw_c.h"
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#include <stb_ds.h>
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#include <stddef.h>
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struct QuadBatch collect_quad_batch(const Primitive2D primitives[], size_t len) {
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if (primitives[0].type == PRIMITIVE_2D_SPRITE)
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return collect_sprite_batch(primitives, len);
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else if (primitives[0].type == PRIMITIVE_2D_RECT)
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return collect_rect_batch(primitives, len);
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else
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SDL_assert(false);
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return (struct QuadBatch){0};
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}
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/* assumes that orthogonal matrix setup is done already */
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void render_quad_batch(const Primitive2D primitives[],
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const struct QuadBatch batch)
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void finally_render_quads(const Primitive2D primitives[],
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const struct QuadBatch batch,
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const VertexBuffer buffer)
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{
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if (primitives[0].type == PRIMITIVE_2D_SPRITE)
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render_sprite_batch(primitives, batch);
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else if (primitives[0].type == PRIMITIVE_2D_RECT)
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render_rect_batch(primitives, batch);
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else
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SDL_assert(false);
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DeferredCommandDraw command = {0};
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return (struct QuadBatch){0};
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GLsizei off = 0, voff = 0, uvoff = 0, coff = 0;
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if (!batch.constant_colored && batch.textured) {
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off = offsetof(ElementIndexedQuad, v1);
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voff = offsetof(ElementIndexedQuad, v0);
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uvoff = offsetof(ElementIndexedQuad, uv0);
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coff = offsetof(ElementIndexedQuad, c0);
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} else if (batch.constant_colored && batch.textured) {
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off = offsetof(ElementIndexedQuadWithoutColor, v1);
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voff = offsetof(ElementIndexedQuadWithoutColor, v0);
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uvoff = offsetof(ElementIndexedQuadWithoutColor, uv0);
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} else if (!batch.constant_colored && !batch.textured) {
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off = offsetof(ElementIndexedQuadWithoutTexture, v1);
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voff = offsetof(ElementIndexedQuadWithoutTexture, v0);
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coff = offsetof(ElementIndexedQuad, c0);
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} else if (batch.constant_colored && !batch.textured) {
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off = offsetof(ElementIndexedQuadWithoutColorWithoutTexture, v1);
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voff = offsetof(ElementIndexedQuadWithoutColorWithoutTexture, v0);
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}
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command.vertices = (AttributeArrayPointer) {
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.arity = 2,
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.type = GL_FLOAT,
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.stride = off,
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.offset = voff,
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.buffer = buffer
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};
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if (batch.textured)
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command.texcoords = (AttributeArrayPointer) {
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.arity = 2,
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.type = GL_FLOAT,
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.stride = off,
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.offset = uvoff,
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.buffer = buffer
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};
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if (!batch.constant_colored) {
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command.colors = (AttributeArrayPointer) {
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.arity = 4,
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.type = GL_UNSIGNED_BYTE,
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.stride = off,
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.offset = coff,
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.buffer = buffer
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};
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} else {
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command.constant_colored = true;
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command.color = primitives[0].sprite.color;
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}
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if (batch.textured) {
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command.textured = true;
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command.texture_key = batch.texture_key;
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command.texture_repeat = batch.repeat;
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}
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command.element_buffer = get_quad_element_buffer();
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command.element_count = 6 * (GLsizei)batch.size;
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command.range_end = 6 * (GLsizei)batch.size;
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use_texture_mode(batch.mode);
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DeferredCommand final_command = {
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.type = DEFERRED_COMMAND_TYPE_DRAW,
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.draw = command
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};
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arrpush(deferred_commands, final_command);
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}
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size_t get_quad_payload_size(struct QuadBatch batch) {
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if (batch.constant_colored && batch.textured)
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return sizeof (ElementIndexedQuadWithoutColor);
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else if (!batch.constant_colored && batch.textured)
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return sizeof (ElementIndexedQuad);
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else if (batch.constant_colored && !batch.textured)
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return sizeof (ElementIndexedQuadWithoutColorWithoutTexture);
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else if (!batch.constant_colored && !batch.textured)
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return sizeof (ElementIndexedQuadWithoutTexture);
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SDL_assert(false);
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return 0;
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}
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bool push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
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VertexBufferBuilder *builder,
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Vec2 v0, Vec2 v1, Vec2 v2, Vec2 v3,
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Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
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Color color)
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{
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if (!batch.constant_colored && batch.textured) {
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ElementIndexedQuad const 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 if (batch.constant_colored && batch.textured) {
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ElementIndexedQuadWithoutColor const 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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} else if (!batch.constant_colored && !batch.textured) {
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ElementIndexedQuadWithoutTexture const 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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/* 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 if (batch.constant_colored && !batch.textured) {
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ElementIndexedQuadWithoutColorWithoutTexture const 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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};
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return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
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}
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SDL_assert(false);
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return false;
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}
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