billboards!

This commit is contained in:
veclavtalica 2025-01-05 19:46:05 +03:00
parent 7c0bf39f12
commit 3bfa86066e
17 changed files with 626 additions and 413 deletions

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@ -106,10 +106,12 @@ set(TWN_NONOPT_SOURCE_FILES
src/twn_textures.c src/twn_textures_c.h src/twn_textures.c src/twn_textures_c.h
src/rendering/twn_draw.c src/rendering/twn_draw_c.h src/rendering/twn_draw.c src/rendering/twn_draw_c.h
src/rendering/twn_quads.c
src/rendering/twn_sprites.c src/rendering/twn_sprites.c
src/rendering/twn_rects.c src/rendering/twn_rects.c
src/rendering/twn_text.c src/rendering/twn_text.c
src/rendering/twn_triangles.c src/rendering/twn_triangles.c
src/rendering/twn_billboards.c
src/rendering/twn_circles.c src/rendering/twn_circles.c
src/rendering/twn_skybox.c src/rendering/twn_skybox.c
src/rendering/twn_fog.c) src/rendering/twn_fog.c)

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@ -158,6 +158,8 @@ static void draw_terrain(SceneIngame *scn) {
(Vec2){ 128, 0 }, (Vec2){ 128, 0 },
(Vec2){ 0, 0 }, (Vec2){ 0, 0 },
(Vec2){ 0, 128 }); (Vec2){ 0, 128 });
draw_billboard("/assets/grasses/10.png", (Vec3){ (float)x, d1 + 0.1f, (float)y }, (Vec2){0.3f, 0.3f}, (Color){255, 255, 255, 255}, true);
} }
} }
} }
@ -200,7 +202,7 @@ static void ingame_tick(State *state) {
generate_terrain(scn); generate_terrain(scn);
draw_terrain(scn); draw_terrain(scn);
draw_skybox("/assets/miramar/miramar_*.tga"); // draw_skybox("/assets/miramar/miramar_*.tga");
draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 }); draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 });
} }

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common-data/assets/grasses/10.png (Stored with Git LFS) Normal file

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@ -54,6 +54,7 @@ TWN_API void draw_triangle(char const *texture,
// TODO: decide whether it's needed to begin with? // TODO: decide whether it's needed to begin with?
// intended usage for it is baked lighting, i would think. // intended usage for it is baked lighting, i would think.
// TODO: instead add optional color parameters to 'draw_triangle'
/* pushes a colored textured 3d triangle onto the render queue */ /* pushes a colored textured 3d triangle onto the render queue */
// void unfurl_colored_triangle(const char *path, // void unfurl_colored_triangle(const char *path,
// Vec3 v0, // Vec3 v0,
@ -66,7 +67,7 @@ TWN_API void draw_triangle(char const *texture,
// Color c1, // Color c1,
// Color c2); // Color c2);
TWN_API void draw_billboard(const char *path, TWN_API void draw_billboard(const char *texture,
Vec3 position, Vec3 position,
Vec2 size, Vec2 size,
Color color, /* optional, default: all 255 */ Color color, /* optional, default: all 255 */

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@ -9,6 +9,26 @@
#include <math.h> #include <math.h>
static inline Vec2 vec2_add(Vec2 a, Vec2 b) {
return (Vec2) { a.x + b.x, a.y + b.y };
}
static inline Vec2 vec2_sub(Vec2 a, Vec2 b) {
return (Vec2) { a.x - b.x, a.y - b.y };
}
static inline Vec2 vec2_div(Vec2 a, Vec2 b) {
return (Vec2) { a.x / b.x, a.y / b.y };
}
static inline Vec2 vec2_mul(Vec2 a, Vec2 b) {
return (Vec2) { a.x * b.x, a.y * b.y };
}
static inline Vec2 vec2_scale(Vec2 a, float s) {
return (Vec2) { a.x * s, a.y * s };
}
static inline Vec3 vec3_add(Vec3 a, Vec3 b) { static inline Vec3 vec3_add(Vec3 a, Vec3 b) {
return (Vec3) { a.x + b.x, a.y + b.y, a.z + b.z }; return (Vec3) { a.x + b.x, a.y + b.y, a.z + b.z };
} }
@ -17,12 +37,12 @@ static inline Vec3 vec3_sub(Vec3 a, Vec3 b) {
return (Vec3) { a.x - b.x, a.y - b.y, a.z - b.z }; return (Vec3) { a.x - b.x, a.y - b.y, a.z - b.z };
} }
static inline Vec2 vec2_div(Vec2 a, Vec2 b) { static inline Vec3 vec3_div(Vec3 a, Vec3 b) {
return (Vec2) { a.x / b.x, a.y / b.y }; return (Vec3) { a.x / b.x, a.y / b.y, a.z / b.z };
} }
static inline Vec2 vec2_scale(Vec2 a, float s) { static inline Vec3 vec3_mul(Vec3 a, Vec3 b) {
return (Vec2) { a.x * s, a.y * s }; return (Vec3) { a.x * b.x, a.y * b.y, a.z * b.z };
} }
static inline Vec3 vec3_scale(Vec3 a, float s) { static inline Vec3 vec3_scale(Vec3 a, float s) {
@ -83,15 +103,23 @@ static inline Vec3 vec3_rotate(Vec3 v, float angle, Vec3 axis) {
)(p_any_vec2)) )(p_any_vec2))
#define m_vec_add(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \ #define m_vec_add(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \
Vec2: vec2_add, \
Vec3: vec3_add \ Vec3: vec3_add \
)(p_any_vec0, p_any_vec1)) )(p_any_vec0, p_any_vec1))
#define m_vec_sub(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \ #define m_vec_sub(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \
Vec2: vec2_sub, \
Vec3: vec3_sub \ Vec3: vec3_sub \
)(p_any_vec0, p_any_vec1)) )(p_any_vec0, p_any_vec1))
#define m_vec_div(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \ #define m_vec_div(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \
Vec2: vec2_div \ Vec2: vec2_div, \
Vec3: vec3_div \
)(p_any_vec0, p_any_vec1))
#define m_vec_mul(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \
Vec2: vec2_mul, \
Vec3: vec3_mul \
)(p_any_vec0, p_any_vec1)) )(p_any_vec0, p_any_vec1))
#define m_vec_scale(p_any_vec, p_any_scalar) (_Generic((p_any_vec), \ #define m_vec_scale(p_any_vec, p_any_scalar) (_Generic((p_any_vec), \

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@ -0,0 +1,168 @@
#include "twn_draw.h"
#include "twn_draw_c.h"
#include "twn_engine_context_c.h"
#include "twn_textures_c.h"
#include "twn_types.h"
#include "twn_vec.h"
#include <stb_ds.h>
void draw_billboard(const char *texture,
Vec3 position,
Vec2 size,
Color color,
bool cylindrical)
{
// TODO: order drawing by atlas id as well, so that texture rebinding is not as common
const TextureKey texture_key = textures_get_key(&ctx.texture_cache, texture);
struct MeshBatchItem *batch_p = hmgetp_null(ctx.billboard_batches, texture_key);
if (!batch_p) {
struct MeshBatch item = {0};
hmput(ctx.billboard_batches, texture_key, item);
batch_p = &ctx.billboard_batches[hmlenu(ctx.billboard_batches) - 1]; /* TODO: can last index be used? */
}
struct SpaceBillboard billboard = {
.color = color,
.cylindrical = cylindrical,
.position = position,
.size = size,
};
struct SpaceBillboard *billboards = (struct SpaceBillboard *)(void *)batch_p->value.primitives;
arrpush(billboards, billboard);
batch_p->value.primitives = (uint8_t *)billboards;
}
/* reused for all billboards */
static Vec3 right_plus_up;
static Vec3 right_minus_up;
static Vec3 right_plus_up_cylindrical;
static Vec3 right_minus_up_cylindrical;
/* precalculate (right + up) and (right - up) that are used with all batches */
static void calculate_intermediates(void) {
Vec3 const right = { camera_look_at_matrix.row[0].x, camera_look_at_matrix.row[1].x, camera_look_at_matrix.row[2].x };
Vec3 const up = { camera_look_at_matrix.row[0].y, camera_look_at_matrix.row[1].y, camera_look_at_matrix.row[2].y };
right_plus_up = m_vec_add(right, up);
right_minus_up = m_vec_sub(right, up);
Vec3 const up_cylindrical = { 0, 1, 0 };
right_plus_up_cylindrical = m_vec_add(right, up_cylindrical);
right_minus_up_cylindrical = m_vec_sub(right, up_cylindrical);
}
/* http://www.lighthouse3d.com/opengl/billboarding/index.php?billCheat2 */
void finally_draw_billboard_batch(struct MeshBatch const *batch,
TextureKey texture_key)
{
const size_t primitives_len = arrlenu(batch->primitives);
/* nothing to do */
if (primitives_len == 0)
return;
/* TODO: only do it once per frame */
calculate_intermediates();
const Rect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
const Rect dims = textures_get_dims(&ctx.texture_cache, texture_key);
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;
const Vec2 uv0 = { xr + 1 * wr, yr + 0 * hr };
const Vec2 uv1 = { xr + 1 * wr, yr + 1 * hr };
const Vec2 uv2 = { xr + 0 * wr, yr + 1 * hr };
const Vec2 uv3 = { xr + 0 * wr, yr + 0 * hr };
/* emit vertex data */
VertexBuffer const buffer = get_scratch_vertex_array();
VertexBufferBuilder builder = build_vertex_buffer(buffer, sizeof (ElementIndexedBillboard) * primitives_len);
for (size_t i = 0; i < primitives_len; ++i) {
struct SpaceBillboard const billboard = ((SpaceBillboard *)(void *)batch->primitives)[i];
/* a = (right + up) * size, b = (right - up) * size*/
Vec3 a, b;
if (billboard.cylindrical) {
a = vec3_mul(right_plus_up_cylindrical, ((Vec3){billboard.size.x, billboard.size.y, billboard.size.x}));
b = vec3_mul(right_minus_up_cylindrical, ((Vec3){billboard.size.x, billboard.size.y, billboard.size.x}));
} else {
a = vec3_mul(right_plus_up, ((Vec3){billboard.size.x, billboard.size.y, billboard.size.x}));
b = vec3_mul(right_minus_up, ((Vec3){billboard.size.x, billboard.size.y, billboard.size.x}));
}
struct ElementIndexedBillboard const payload = {
/* TODO: use the flat shading to not set two of the colors */
.c0 = billboard.color,
.c1 = billboard.color,
.c2 = billboard.color,
.c3 = billboard.color,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
.v0 = vec3_sub(billboard.position, b),
.v1 = vec3_sub(billboard.position, a),
.v2 = vec3_add(billboard.position, b),
.v3 = vec3_add(billboard.position, a),
};
push_to_vertex_buffer_builder(&builder, &payload, sizeof (payload));
}
/* commit to drawing */
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 3,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedBillboard, v1),
.offset = offsetof(ElementIndexedBillboard, v0),
.buffer = buffer
};
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedBillboard, v1),
.offset = offsetof(ElementIndexedBillboard, uv0),
.buffer = buffer
};
command.colors = (AttributeArrayPointer) {
.arity = 4,
.type = GL_UNSIGNED_BYTE,
.stride = offsetof(ElementIndexedBillboard, v1),
.offset = offsetof(ElementIndexedBillboard, c0),
.buffer = buffer
};
command.textured = true;
command.texture_key = texture_key;
command.element_buffer = get_quad_element_buffer();
command.element_count = 6 * (GLsizei)primitives_len;
command.range_end = 6 * (GLsizei)primitives_len;
use_texture_mode(textures_get_mode(&ctx.texture_cache, texture_key));
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
}

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@ -1,6 +1,7 @@
#include "twn_engine_context_c.h" #include "twn_engine_context_c.h"
#include "twn_draw_c.h" #include "twn_draw_c.h"
#include "twn_draw.h" #include "twn_draw.h"
#include "twn_util_c.h"
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <stb_ds.h> #include <stb_ds.h>
@ -66,3 +67,57 @@ void create_circle_geometry(Vec2 position,
vertices[num_vertices - 1].y += position.y; vertices[num_vertices - 1].y += position.y;
} }
} }
void render_circle(const CirclePrimitive *circle) {
static Vec2 vertices[CIRCLE_VERTICES_MAX];
static int prev_num_vertices = 0;
static Vec2 prev_position = {0};
int const num_vertices = MIN((int)circle->radius, CIRCLE_VERTICES_MAX);
if (prev_num_vertices != num_vertices) {
create_circle_geometry(circle->position,
circle->radius,
num_vertices,
vertices);
prev_num_vertices = num_vertices;
prev_position = circle->position;
} else {
/* reuse the data, but offset it by difference with previously generated position */
/* no evil cos sin ops this way, if radius is shared in sequential calls */
Vec2 const d = { prev_position.x - circle->position.x, prev_position.y - circle->position.y };
for (int i = 0; i < num_vertices; ++i)
vertices[i] = (Vec2){ vertices[i].x - d.x, vertices[i].y - d.y };
prev_position = circle->position;
}
VertexBuffer buffer = get_scratch_vertex_array();
specify_vertex_buffer(buffer, vertices, sizeof (Vec2) * num_vertices);
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = sizeof (Vec2),
.offset = 0,
.buffer = buffer
};
command.constant_colored = true;
command.color = circle->color;
command.element_buffer = get_circle_element_buffer();
command.element_count = (num_vertices - 2) * 3;
command.range_end = (num_vertices - 2) * 3;
use_texture_mode(circle->color.a == 255 ? TEXTURE_MODE_OPAQUE : TEXTURE_MODE_GHOSTLY);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
}

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@ -29,8 +29,12 @@ void render_queue_clear(void) {
/* and start overwriting the existing data */ /* and start overwriting the existing data */
arrsetlen(ctx.render_queue_2d, 0); arrsetlen(ctx.render_queue_2d, 0);
/* TODO: free memory if it isn't used for a while */
for (size_t i = 0; i < hmlenu(ctx.uncolored_mesh_batches); ++i) for (size_t i = 0; i < hmlenu(ctx.uncolored_mesh_batches); ++i)
arrsetlen(ctx.uncolored_mesh_batches[i].value.primitives, 0); arrsetlen(ctx.uncolored_mesh_batches[i].value.primitives, 0);
for (size_t i = 0; i < hmlenu(ctx.billboard_batches); ++i)
arrsetlen(ctx.billboard_batches[i].value.primitives, 0);
} }
@ -332,20 +336,25 @@ static void render_2d(void) {
static void render_space(void) { static void render_space(void) {
/* nothing to do, abort */ /* nothing to do, abort */
/* as space pipeline isn't used we can have fewer changes and initialization costs */ /* as space pipeline isn't used we can have fewer changes and initialization costs */
if (hmlenu(ctx.uncolored_mesh_batches) == 0) if (hmlenu(ctx.uncolored_mesh_batches) != 0 || hmlenu(ctx.billboard_batches) != 0) {
return;
use_space_pipeline(); use_space_pipeline();
apply_fog(); apply_fog();
for (size_t i = 0; i < hmlenu(ctx.uncolored_mesh_batches); ++i) { for (size_t i = 0; i < hmlenu(ctx.uncolored_mesh_batches); ++i) {
draw_uncolored_space_traingle_batch(&ctx.uncolored_mesh_batches[i].value, finally_draw_uncolored_space_traingle_batch(&ctx.uncolored_mesh_batches[i].value,
ctx.uncolored_mesh_batches[i].key); ctx.uncolored_mesh_batches[i].key);
} }
for (size_t i = 0; i < hmlenu(ctx.billboard_batches); ++i) {
finally_draw_billboard_batch(&ctx.billboard_batches[i].value, ctx.billboard_batches[i].key);
}
pop_fog(); pop_fog();
} }
render_skybox(); /* after everything else, as to use depth buffer for early z rejection */
}
void render(void) { void render(void) {
textures_update_atlas(&ctx.texture_cache); textures_update_atlas(&ctx.texture_cache);
@ -357,7 +366,6 @@ void render(void) {
start_render_frame(); { start_render_frame(); {
render_space(); render_space();
render_skybox(); /* after space, as to use depth buffer for early z rejection */
render_2d(); render_2d();
} end_render_frame(); } end_render_frame();
} }
@ -370,6 +378,7 @@ void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction) {
.target = direction, .target = direction,
.up = up, .up = up,
}; };
camera_projection_matrix = camera_perspective(&camera); camera_projection_matrix = camera_perspective(&camera);
camera_look_at_matrix = camera_look_at(&camera); camera_look_at_matrix = camera_look_at(&camera);
} }
@ -378,9 +387,11 @@ void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction) {
/* TODO: https://stackoverflow.com/questions/62493770/how-to-add-roll-in-camera-class */ /* TODO: https://stackoverflow.com/questions/62493770/how-to-add-roll-in-camera-class */
DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position, float fov, float roll, float pitch, float yaw) { DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position, float fov, float roll, float pitch, float yaw) {
(void)roll; (void)roll;
float yawc, yaws, pitchc, pitchs; float yawc, yaws, pitchc, pitchs;
sincosf(yaw, &yaws, &yawc); sincosf(yaw, &yaws, &yawc);
sincosf(pitch, &pitchs, &pitchc); sincosf(pitch, &pitchs, &pitchc);
Camera const camera = { Camera const camera = {
.fov = fov, .fov = fov,
.pos = position, .pos = position,
@ -391,6 +402,7 @@ DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position,
})), })),
.up = (Vec3){0, 1, 0}, .up = (Vec3){0, 1, 0},
}; };
camera_projection_matrix = camera_perspective(&camera); camera_projection_matrix = camera_perspective(&camera);
camera_look_at_matrix = camera_look_at(&camera); camera_look_at_matrix = camera_look_at(&camera);
@ -520,364 +532,3 @@ void issue_deferred_draw_commands(void) {
} }
} }
} }
void render_circle(const CirclePrimitive *circle) {
static Vec2 vertices[CIRCLE_VERTICES_MAX];
static int prev_num_vertices = 0;
static Vec2 prev_position = {0};
int const num_vertices = MIN((int)circle->radius, CIRCLE_VERTICES_MAX);
if (prev_num_vertices != num_vertices) {
create_circle_geometry(circle->position,
circle->radius,
num_vertices,
vertices);
prev_num_vertices = num_vertices;
prev_position = circle->position;
} else {
/* reuse the data, but offset it by difference with previously generated position */
/* no evil cos sin ops this way, if radius is shared in sequential calls */
Vec2 const d = { prev_position.x - circle->position.x, prev_position.y - circle->position.y };
for (int i = 0; i < num_vertices; ++i)
vertices[i] = (Vec2){ vertices[i].x - d.x, vertices[i].y - d.y };
prev_position = circle->position;
}
VertexBuffer buffer = get_scratch_vertex_array();
specify_vertex_buffer(buffer, vertices, sizeof (Vec2) * num_vertices);
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = sizeof (Vec2),
.offset = 0,
.buffer = buffer
};
command.constant_colored = true;
command.color = circle->color;
command.element_buffer = get_circle_element_buffer();
command.element_count = (num_vertices - 2) * 3;
command.range_end = (num_vertices - 2) * 3;
use_texture_mode(circle->color.a == 255 ? TEXTURE_MODE_OPAQUE : TEXTURE_MODE_GHOSTLY);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
}
void finally_render_quads(const Primitive2D primitives[],
const struct QuadBatch batch,
const VertexBuffer buffer)
{
DeferredCommandDraw command = {0};
GLsizei off = 0, voff = 0, uvoff = 0, coff = 0;
if (!batch.constant_colored && batch.textured) {
off = offsetof(ElementIndexedQuad, v1);
voff = offsetof(ElementIndexedQuad, v0);
uvoff = offsetof(ElementIndexedQuad, uv0);
coff = offsetof(ElementIndexedQuad, c0);
} else if (batch.constant_colored && batch.textured) {
off = offsetof(ElementIndexedQuadWithoutColor, v1);
voff = offsetof(ElementIndexedQuadWithoutColor, v0);
uvoff = offsetof(ElementIndexedQuadWithoutColor, uv0);
} else if (!batch.constant_colored && !batch.textured) {
off = offsetof(ElementIndexedQuadWithoutTexture, v1);
voff = offsetof(ElementIndexedQuadWithoutTexture, v0);
coff = offsetof(ElementIndexedQuad, c0);
} else if (batch.constant_colored && !batch.textured) {
off = offsetof(ElementIndexedQuadWithoutColorWithoutTexture, v1);
voff = offsetof(ElementIndexedQuadWithoutColorWithoutTexture, v0);
}
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = off,
.offset = voff,
.buffer = buffer
};
if (batch.textured)
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = off,
.offset = uvoff,
.buffer = buffer
};
if (!batch.constant_colored) {
command.colors = (AttributeArrayPointer) {
.arity = 4,
.type = GL_UNSIGNED_BYTE,
.stride = off,
.offset = coff,
.buffer = buffer
};
} else {
command.constant_colored = true;
command.color = primitives[0].sprite.color;
}
if (batch.textured) {
command.textured = true;
command.texture_key = batch.texture_key;
command.texture_repeat = batch.repeat;
}
command.element_buffer = get_quad_element_buffer();
command.element_count = 6 * (GLsizei)batch.size;
command.range_end = 6 * (GLsizei)batch.size;
use_texture_mode(batch.mode);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
}
size_t get_quad_payload_size(struct QuadBatch batch) {
if (batch.constant_colored && batch.textured)
return sizeof (ElementIndexedQuadWithoutColor);
else if (!batch.constant_colored && batch.textured)
return sizeof (ElementIndexedQuad);
else if (batch.constant_colored && !batch.textured)
return sizeof (ElementIndexedQuadWithoutColorWithoutTexture);
else if (!batch.constant_colored && !batch.textured)
return sizeof (ElementIndexedQuadWithoutTexture);
SDL_assert(false);
return 0;
}
bool push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
VertexBufferBuilder *builder,
Vec2 v0, Vec2 v1, Vec2 v2, Vec2 v3,
Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
Color color)
{
if (!batch.constant_colored && batch.textured) {
ElementIndexedQuad const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
/* equal for all (flat shaded) */
.c0 = color,
// .c1 = color,
.c2 = color,
// .c3 = color,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
} else if (batch.constant_colored && batch.textured) {
ElementIndexedQuadWithoutColor const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
} else if (!batch.constant_colored && !batch.textured) {
ElementIndexedQuadWithoutTexture const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
/* equal for all (flat shaded) */
.c0 = color,
// .c1 = color,
.c2 = color,
// .c3 = color,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
} else if (batch.constant_colored && !batch.textured) {
ElementIndexedQuadWithoutColorWithoutTexture const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
}
SDL_assert(false);
return false;
}
void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
const TextureKey texture_key,
const VertexBuffer buffer)
{
const size_t primitives_len = arrlenu(batch->primitives);
/* nothing to do */
if (primitives_len == 0)
return;
const Rect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
const Rect dims = textures_get_dims(&ctx.texture_cache, texture_key);
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;
/* update pixel-based uvs to correspond with texture atlases */
for (size_t i = 0; i < primitives_len; ++i) {
UncoloredSpaceTriangle *payload =
&((UncoloredSpaceTriangle *)(void *)batch->primitives)[i];
payload->uv0.x = xr + ((float)payload->uv0.x / srcrect.w) * wr;
payload->uv0.y = yr + ((float)payload->uv0.y / srcrect.h) * hr;
payload->uv1.x = xr + ((float)payload->uv1.x / srcrect.w) * wr;
payload->uv1.y = yr + ((float)payload->uv1.y / srcrect.h) * hr;
payload->uv2.x = xr + ((float)payload->uv2.x / srcrect.w) * wr;
payload->uv2.y = yr + ((float)payload->uv2.y / srcrect.h) * hr;
}
specify_vertex_buffer(buffer, batch->primitives, primitives_len * sizeof (UncoloredSpaceTriangle));
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 3,
.type = GL_FLOAT,
.stride = offsetof(UncoloredSpaceTriangle, v1),
.offset = offsetof(UncoloredSpaceTriangle, v0),
.buffer = buffer
};
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(UncoloredSpaceTriangle, v1),
.offset = offsetof(UncoloredSpaceTriangle, uv0),
.buffer = buffer
};
command.textured = true;
command.texture_key = texture_key;
command.primitive_count = (GLsizei)(3 * primitives_len);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
}
bool push_text_payload_to_vertex_buffer_builder(FontData const *font_data,
VertexBufferBuilder *builder,
stbtt_aligned_quad quad)
{
(void)font_data;
ElementIndexedQuadWithoutColor buffer_element = {
.v0 = (Vec2){ quad.x0, quad.y0 },
.v1 = (Vec2){ quad.x1, quad.y0 },
.v2 = (Vec2){ quad.x1, quad.y1 },
.v3 = (Vec2){ quad.x0, quad.y1 },
.uv0 = (Vec2){ quad.s0, quad.t0 },
.uv1 = (Vec2){ quad.s1, quad.t0 },
.uv2 = (Vec2){ quad.s1, quad.t1 },
.uv3 = (Vec2){ quad.s0, quad.t1 },
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
}
void finally_draw_text(FontData const *font_data,
size_t len,
Color color,
VertexBuffer buffer)
{
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, v0),
.buffer = buffer
};
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, uv0),
.buffer = buffer
};
command.constant_colored = true;
command.color = color;
command.gpu_texture = font_data->texture;
command.uses_gpu_key = true;
command.textured = true;
command.element_buffer = get_quad_element_buffer();
command.element_count = 6 * (GLsizei)len;
command.range_end = 6 * (GLsizei)len;
use_texture_mode(TEXTURE_MODE_GHOSTLY);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
/* TODO: why doesn't it get restored if not placed here? */
// glDepthMask(GL_TRUE);
}
size_t get_text_payload_size(void) {
return sizeof (ElementIndexedQuadWithoutColor);
}

View File

@ -55,16 +55,16 @@ typedef struct RectPrimitive {
} RectPrimitive; } RectPrimitive;
typedef struct CirclePrimitive { typedef struct CirclePrimitive {
Vec2 position;
float radius; float radius;
Color color; Color color;
Vec2 position;
} CirclePrimitive; } CirclePrimitive;
typedef struct TextPrimitive { typedef struct TextPrimitive {
Color color;
Vec2 position; Vec2 position;
char *text; char *text;
const char *font; const char *font;
Color color;
int height_px; int height_px;
} TextPrimitive; } TextPrimitive;
@ -76,7 +76,7 @@ typedef enum Primitive2DType {
} Primitive2DType; } Primitive2DType;
typedef struct Primitive2D { typedef struct Primitive2D {
Primitive2DType type; Primitive2DType type; /* TODO: separate to structure of arrays for more efficient memory usage? */
union { union {
SpritePrimitive sprite; SpritePrimitive sprite;
@ -97,6 +97,14 @@ typedef struct UncoloredSpaceTriangle {
Vec2 uv2; /* in pixels */ Vec2 uv2; /* in pixels */
} UncoloredSpaceTriangle; } UncoloredSpaceTriangle;
typedef struct SpaceBillboard {
Vec3 position;
Vec2 size;
Color color;
// TextureKey texture; /* is assumed from other places */
bool cylindrical;
} SpaceBillboard;
/* batch of primitives with overlapping properties */ /* batch of primitives with overlapping properties */
typedef struct MeshBatch { typedef struct MeshBatch {
uint8_t *primitives; /* note: interpretation of it is arbitrary */ uint8_t *primitives; /* note: interpretation of it is arbitrary */
@ -179,6 +187,26 @@ typedef struct ElementIndexedQuadWithoutColorWithoutTexture {
Vec2 v3; Vec2 v3;
} ElementIndexedQuadWithoutColorWithoutTexture; } ElementIndexedQuadWithoutColorWithoutTexture;
/* TODO: no color variant */
typedef struct ElementIndexedBillboard {
/* upper-left */
Vec3 v0;
Vec2 uv0;
Color c0;
/* bottom-left */
Vec3 v1;
Vec2 uv1;
Color c1;
/* bottom-right */
Vec3 v2;
Vec2 uv2;
Color c2;
/* upper-right */
Vec3 v3;
Vec2 uv3;
Color c3;
} ElementIndexedBillboard;
/* renders the background, then the primitives in all render queues */ /* renders the background, then the primitives in all render queues */
void render(void); void render(void);
@ -207,9 +235,6 @@ struct QuadBatch collect_rect_batch(const Primitive2D primitives[], size_t len);
void render_sprite_batch(const Primitive2D primitives[], struct QuadBatch batch); void render_sprite_batch(const Primitive2D primitives[], struct QuadBatch batch);
void render_rect_batch(const Primitive2D primitives[], struct QuadBatch batch); void render_rect_batch(const Primitive2D primitives[], struct QuadBatch batch);
void draw_uncolored_space_traingle_batch(MeshBatch *batch,
TextureKey texture_key);
/* text */ /* text */
void render_text(const TextPrimitive *text); void render_text(const TextPrimitive *text);
@ -280,8 +305,10 @@ bool push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
Color color); Color color);
void finally_draw_uncolored_space_traingle_batch(MeshBatch const *batch, void finally_draw_uncolored_space_traingle_batch(MeshBatch const *batch,
TextureKey texture_key, TextureKey texture_key);
VertexBuffer buffer);
void finally_draw_billboard_batch(MeshBatch const *batch,
TextureKey texture_key);
size_t get_text_payload_size(void); size_t get_text_payload_size(void);

View File

@ -452,6 +452,7 @@ void finally_draw_command(DeferredCommandDraw command) {
command.colors.type, command.colors.type,
command.colors.stride, command.colors.stride,
(void *)command.colors.offset); (void *)command.colors.offset);
} else if (command.constant_colored) } else if (command.constant_colored)
glColor4ub(command.color.r, glColor4ub(command.color.r,
command.color.g, command.color.g,

View File

@ -1,30 +1,171 @@
#include "twn_draw_c.h" #include "twn_draw_c.h"
#include <stb_ds.h>
#include <stddef.h> #include <stddef.h>
struct QuadBatch collect_quad_batch(const Primitive2D primitives[], size_t len) { void finally_render_quads(const Primitive2D primitives[],
if (primitives[0].type == PRIMITIVE_2D_SPRITE) const struct QuadBatch batch,
return collect_sprite_batch(primitives, len); const VertexBuffer buffer)
else if (primitives[0].type == PRIMITIVE_2D_RECT)
return collect_rect_batch(primitives, len);
else
SDL_assert(false);
return (struct QuadBatch){0};
}
/* assumes that orthogonal matrix setup is done already */
void render_quad_batch(const Primitive2D primitives[],
const struct QuadBatch batch)
{ {
if (primitives[0].type == PRIMITIVE_2D_SPRITE) DeferredCommandDraw command = {0};
render_sprite_batch(primitives, batch);
else if (primitives[0].type == PRIMITIVE_2D_RECT)
render_rect_batch(primitives, batch);
else
SDL_assert(false);
return (struct QuadBatch){0}; GLsizei off = 0, voff = 0, uvoff = 0, coff = 0;
if (!batch.constant_colored && batch.textured) {
off = offsetof(ElementIndexedQuad, v1);
voff = offsetof(ElementIndexedQuad, v0);
uvoff = offsetof(ElementIndexedQuad, uv0);
coff = offsetof(ElementIndexedQuad, c0);
} else if (batch.constant_colored && batch.textured) {
off = offsetof(ElementIndexedQuadWithoutColor, v1);
voff = offsetof(ElementIndexedQuadWithoutColor, v0);
uvoff = offsetof(ElementIndexedQuadWithoutColor, uv0);
} else if (!batch.constant_colored && !batch.textured) {
off = offsetof(ElementIndexedQuadWithoutTexture, v1);
voff = offsetof(ElementIndexedQuadWithoutTexture, v0);
coff = offsetof(ElementIndexedQuad, c0);
} else if (batch.constant_colored && !batch.textured) {
off = offsetof(ElementIndexedQuadWithoutColorWithoutTexture, v1);
voff = offsetof(ElementIndexedQuadWithoutColorWithoutTexture, v0);
}
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = off,
.offset = voff,
.buffer = buffer
};
if (batch.textured)
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = off,
.offset = uvoff,
.buffer = buffer
};
if (!batch.constant_colored) {
command.colors = (AttributeArrayPointer) {
.arity = 4,
.type = GL_UNSIGNED_BYTE,
.stride = off,
.offset = coff,
.buffer = buffer
};
} else {
command.constant_colored = true;
command.color = primitives[0].sprite.color;
}
if (batch.textured) {
command.textured = true;
command.texture_key = batch.texture_key;
command.texture_repeat = batch.repeat;
}
command.element_buffer = get_quad_element_buffer();
command.element_count = 6 * (GLsizei)batch.size;
command.range_end = 6 * (GLsizei)batch.size;
use_texture_mode(batch.mode);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
}
size_t get_quad_payload_size(struct QuadBatch batch) {
if (batch.constant_colored && batch.textured)
return sizeof (ElementIndexedQuadWithoutColor);
else if (!batch.constant_colored && batch.textured)
return sizeof (ElementIndexedQuad);
else if (batch.constant_colored && !batch.textured)
return sizeof (ElementIndexedQuadWithoutColorWithoutTexture);
else if (!batch.constant_colored && !batch.textured)
return sizeof (ElementIndexedQuadWithoutTexture);
SDL_assert(false);
return 0;
}
bool push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
VertexBufferBuilder *builder,
Vec2 v0, Vec2 v1, Vec2 v2, Vec2 v3,
Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
Color color)
{
if (!batch.constant_colored && batch.textured) {
ElementIndexedQuad const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
/* equal for all (flat shaded) */
.c0 = color,
// .c1 = color,
.c2 = color,
// .c3 = color,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
} else if (batch.constant_colored && batch.textured) {
ElementIndexedQuadWithoutColor const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
} else if (!batch.constant_colored && !batch.textured) {
ElementIndexedQuadWithoutTexture const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
/* equal for all (flat shaded) */
.c0 = color,
// .c1 = color,
.c2 = color,
// .c3 = color,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
} else if (batch.constant_colored && !batch.textured) {
ElementIndexedQuadWithoutColorWithoutTexture const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
}
SDL_assert(false);
return false;
} }

View File

@ -21,6 +21,8 @@ void render_skybox(void) {
if (!paths_in_use) if (!paths_in_use)
return; return;
use_space_pipeline();
/* note: ownership of 'paths_in_use' goes there */ /* note: ownership of 'paths_in_use' goes there */
DeferredCommand command = { DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_DRAW_SKYBOX, .type = DEFERRED_COMMAND_TYPE_DRAW_SKYBOX,

View File

@ -175,7 +175,7 @@ static void text_draw_with(FontData* font_data, char* text, Vec2 position, Color
const size_t len = SDL_strlen(text); const size_t len = SDL_strlen(text);
VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_text_payload_size() * len); VertexBufferBuilder payload = build_vertex_buffer(vertex_array, sizeof (ElementIndexedQuadWithoutColor) * len);
for (size_t i = 0; i < len; ++i) { for (size_t i = 0; i < len; ++i) {
const char c = text[i]; const char c = text[i];
@ -318,3 +318,73 @@ float draw_text_width(const char *string, float height, const char *font) {
return (float)length * font_data->scale_factor; return (float)length * font_data->scale_factor;
} }
bool push_text_payload_to_vertex_buffer_builder(FontData const *font_data,
VertexBufferBuilder *builder,
stbtt_aligned_quad quad)
{
(void)font_data;
ElementIndexedQuadWithoutColor buffer_element = {
.v0 = (Vec2){ quad.x0, quad.y0 },
.v1 = (Vec2){ quad.x1, quad.y0 },
.v2 = (Vec2){ quad.x1, quad.y1 },
.v3 = (Vec2){ quad.x0, quad.y1 },
.uv0 = (Vec2){ quad.s0, quad.t0 },
.uv1 = (Vec2){ quad.s1, quad.t0 },
.uv2 = (Vec2){ quad.s1, quad.t1 },
.uv3 = (Vec2){ quad.s0, quad.t1 },
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
}
void finally_draw_text(FontData const *font_data,
size_t len,
Color color,
VertexBuffer buffer)
{
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, v0),
.buffer = buffer
};
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, uv0),
.buffer = buffer
};
command.constant_colored = true;
command.color = color;
command.gpu_texture = font_data->texture;
command.uses_gpu_key = true;
command.textured = true;
command.element_buffer = get_quad_element_buffer();
command.element_count = 6 * (GLsizei)len;
command.range_end = 6 * (GLsizei)len;
use_texture_mode(TEXTURE_MODE_GHOSTLY);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
/* TODO: why doesn't it get restored if not placed here? */
// glDepthMask(GL_TRUE);
}

View File

@ -17,6 +17,7 @@ void draw_triangle(const char *path,
Vec2 uv1, Vec2 uv1,
Vec2 uv2) Vec2 uv2)
{ {
// TODO: order drawing by atlas id as well, so that texture rebinding is not as common
const TextureKey texture_key = textures_get_key(&ctx.texture_cache, path); const TextureKey texture_key = textures_get_key(&ctx.texture_cache, path);
struct MeshBatchItem *batch_p = hmgetp_null(ctx.uncolored_mesh_batches, texture_key); struct MeshBatchItem *batch_p = hmgetp_null(ctx.uncolored_mesh_batches, texture_key);
@ -42,10 +43,67 @@ void draw_triangle(const char *path,
} }
void draw_uncolored_space_traingle_batch(struct MeshBatch *batch, void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
TextureKey texture_key) const TextureKey texture_key)
{ {
VertexBuffer const vertex_array = get_scratch_vertex_array(); const size_t primitives_len = arrlenu(batch->primitives);
finally_draw_uncolored_space_traingle_batch(batch, texture_key, vertex_array); /* nothing to do */
if (primitives_len == 0)
return;
VertexBuffer const buffer = get_scratch_vertex_array();
const Rect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
const Rect dims = textures_get_dims(&ctx.texture_cache, texture_key);
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;
/* update pixel-based uvs to correspond with texture atlases */
for (size_t i = 0; i < primitives_len; ++i) {
UncoloredSpaceTriangle *payload =
&((UncoloredSpaceTriangle *)(void *)batch->primitives)[i];
payload->uv0.x = xr + ((float)payload->uv0.x / srcrect.w) * wr;
payload->uv0.y = yr + ((float)payload->uv0.y / srcrect.h) * hr;
payload->uv1.x = xr + ((float)payload->uv1.x / srcrect.w) * wr;
payload->uv1.y = yr + ((float)payload->uv1.y / srcrect.h) * hr;
payload->uv2.x = xr + ((float)payload->uv2.x / srcrect.w) * wr;
payload->uv2.y = yr + ((float)payload->uv2.y / srcrect.h) * hr;
}
specify_vertex_buffer(buffer, batch->primitives, primitives_len * sizeof (UncoloredSpaceTriangle));
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 3,
.type = GL_FLOAT,
.stride = offsetof(UncoloredSpaceTriangle, v1),
.offset = offsetof(UncoloredSpaceTriangle, v0),
.buffer = buffer
};
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(UncoloredSpaceTriangle, v1),
.offset = offsetof(UncoloredSpaceTriangle, uv0),
.buffer = buffer
};
command.textured = true;
command.texture_key = texture_key;
command.primitive_count = (GLsizei)(3 * primitives_len);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
} }

View File

@ -17,4 +17,6 @@
#include "rendering/twn_sprites.c" #include "rendering/twn_sprites.c"
#include "rendering/twn_rects.c" #include "rendering/twn_rects.c"
#include "rendering/twn_text.c" #include "rendering/twn_text.c"
#include "rendering/twn_quads.c"
#include "rendering/twn_triangles.c" #include "rendering/twn_triangles.c"
#include "rendering/twn_billboards.c"

View File

@ -28,9 +28,10 @@ Matrix4 camera_look_at(const Camera *const camera) {
result.row[3].x = -m_vec_dot(r, camera->pos); result.row[3].x = -m_vec_dot(r, camera->pos);
result.row[3].y = -m_vec_dot(u, camera->pos); result.row[3].y = -m_vec_dot(u, camera->pos);
result.row[3].z = m_vec_dot(camera->target, camera->pos); result.row[3].z = m_vec_dot(camera->target, camera->pos);
result.row[0].w = result.row[1].w = result.row[2].w = 0.0f;
result.row[3].w = 1.0f; result.row[3].w = 1.0f;
result.row[0].w = result.row[1].w = result.row[2].w = 0.0f;
return result; return result;
} }

View File

@ -47,6 +47,7 @@ typedef struct EngineContext {
/* rendering */ /* rendering */
Primitive2D *render_queue_2d; Primitive2D *render_queue_2d;
MeshBatchItem *uncolored_mesh_batches; MeshBatchItem *uncolored_mesh_batches;
MeshBatchItem *billboard_batches;
TextCache text_cache; TextCache text_cache;
TextureCache texture_cache; TextureCache texture_cache;