billboards!
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@ -17,6 +17,7 @@ void draw_triangle(const char *path,
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Vec2 uv1,
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Vec2 uv2)
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{
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// TODO: order drawing by atlas id as well, so that texture rebinding is not as common
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const TextureKey texture_key = textures_get_key(&ctx.texture_cache, path);
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struct MeshBatchItem *batch_p = hmgetp_null(ctx.uncolored_mesh_batches, texture_key);
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@ -42,10 +43,67 @@ void draw_triangle(const char *path,
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}
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void draw_uncolored_space_traingle_batch(struct MeshBatch *batch,
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TextureKey texture_key)
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void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
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const TextureKey texture_key)
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{
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VertexBuffer const vertex_array = get_scratch_vertex_array();
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const size_t primitives_len = arrlenu(batch->primitives);
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finally_draw_uncolored_space_traingle_batch(batch, texture_key, vertex_array);
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/* nothing to do */
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if (primitives_len == 0)
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return;
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VertexBuffer const buffer = get_scratch_vertex_array();
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const Rect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
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const Rect dims = textures_get_dims(&ctx.texture_cache, texture_key);
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const float wr = srcrect.w / dims.w;
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const float hr = srcrect.h / dims.h;
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const float xr = srcrect.x / dims.w;
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const float yr = srcrect.y / dims.h;
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/* update pixel-based uvs to correspond with texture atlases */
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for (size_t i = 0; i < primitives_len; ++i) {
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UncoloredSpaceTriangle *payload =
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&((UncoloredSpaceTriangle *)(void *)batch->primitives)[i];
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payload->uv0.x = xr + ((float)payload->uv0.x / srcrect.w) * wr;
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payload->uv0.y = yr + ((float)payload->uv0.y / srcrect.h) * hr;
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payload->uv1.x = xr + ((float)payload->uv1.x / srcrect.w) * wr;
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payload->uv1.y = yr + ((float)payload->uv1.y / srcrect.h) * hr;
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payload->uv2.x = xr + ((float)payload->uv2.x / srcrect.w) * wr;
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payload->uv2.y = yr + ((float)payload->uv2.y / srcrect.h) * hr;
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}
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specify_vertex_buffer(buffer, batch->primitives, primitives_len * sizeof (UncoloredSpaceTriangle));
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DeferredCommandDraw command = {0};
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command.vertices = (AttributeArrayPointer) {
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.arity = 3,
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.type = GL_FLOAT,
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.stride = offsetof(UncoloredSpaceTriangle, v1),
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.offset = offsetof(UncoloredSpaceTriangle, v0),
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.buffer = buffer
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};
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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 = offsetof(UncoloredSpaceTriangle, v1),
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.offset = offsetof(UncoloredSpaceTriangle, uv0),
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.buffer = buffer
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};
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command.textured = true;
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command.texture_key = texture_key;
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command.primitive_count = (GLsizei)(3 * primitives_len);
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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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