separate the rest of general drawing code
This commit is contained in:
parent
472a0657f3
commit
4f2b8ccd01
@ -68,7 +68,9 @@ TWN_API void draw_triangle(char const *texture,
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TWN_API void draw_billboard(const char *path,
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Vec3 position,
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Vec2 size);
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Vec2 size,
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Color color, /* optional, default: all 255 */
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bool cylindrical); /* optional, default: false */
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/* sets a perspective 3d camera to be used for all 3d commands */
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TWN_API void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction);
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@ -49,7 +49,7 @@ typedef struct Rect {
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float h;
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} Rect;
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/* TODO: remove from here? */
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typedef struct Matrix4 {
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Vec4 row[4];
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} Matrix4;
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@ -574,3 +574,310 @@ void render_circle(const CirclePrimitive *circle) {
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arrpush(deferred_commands, final_command);
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}
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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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DeferredCommandDraw command = {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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void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
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const TextureKey texture_key,
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const VertexBuffer buffer)
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{
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const size_t primitives_len = arrlenu(batch->primitives);
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/* nothing to do */
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if (primitives_len == 0)
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return;
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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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bool push_text_payload_to_vertex_buffer_builder(FontData const *font_data,
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VertexBufferBuilder *builder,
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stbtt_aligned_quad quad)
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{
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(void)font_data;
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ElementIndexedQuadWithoutColor buffer_element = {
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.v0 = (Vec2){ quad.x0, quad.y0 },
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.v1 = (Vec2){ quad.x1, quad.y0 },
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.v2 = (Vec2){ quad.x1, quad.y1 },
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.v3 = (Vec2){ quad.x0, quad.y1 },
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.uv0 = (Vec2){ quad.s0, quad.t0 },
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.uv1 = (Vec2){ quad.s1, quad.t0 },
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.uv2 = (Vec2){ quad.s1, quad.t1 },
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.uv3 = (Vec2){ quad.s0, quad.t1 },
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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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void finally_draw_text(FontData const *font_data,
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size_t len,
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Color color,
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VertexBuffer buffer)
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{
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DeferredCommandDraw command = {0};
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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 = offsetof(ElementIndexedQuadWithoutColor, v1),
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.offset = offsetof(ElementIndexedQuadWithoutColor, 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(ElementIndexedQuadWithoutColor, v1),
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.offset = offsetof(ElementIndexedQuadWithoutColor, uv0),
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.buffer = buffer
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};
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command.constant_colored = true;
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command.color = color;
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command.gpu_texture = font_data->texture;
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command.uses_gpu_key = true;
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command.textured = true;
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command.element_buffer = get_quad_element_buffer();
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command.element_count = 6 * (GLsizei)len;
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command.range_end = 6 * (GLsizei)len;
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use_texture_mode(TEXTURE_MODE_GHOSTLY);
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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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/* TODO: why doesn't it get restored if not placed here? */
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// glDepthMask(GL_TRUE);
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}
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size_t get_text_payload_size(void) {
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return sizeof (ElementIndexedQuadWithoutColor);
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}
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@ -113,6 +113,73 @@ typedef struct TextCache {
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} TextCache;
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/* TODO: try using the fact we utilize edge coloring and step virtual color attributes to bogus points */
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/* this is only doable is we take out color attribute to separate array or a portion of it */
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/* interleaved vertex array data */
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typedef struct ElementIndexedQuad {
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/* upper-left */
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Vec2 v0;
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Vec2 uv0;
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Color c0;
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/* bottom-left */
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Vec2 v1;
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Vec2 uv1;
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Color c1;
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/* bottom-right */
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Vec2 v2;
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Vec2 uv2;
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Color c2;
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/* upper-right */
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Vec2 v3;
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Vec2 uv3;
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Color c3;
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} ElementIndexedQuad;
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typedef struct ElementIndexedQuadWithoutColor {
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/* upper-left */
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Vec2 v0;
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Vec2 uv0;
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/* bottom-left */
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Vec2 v1;
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Vec2 uv1;
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/* bottom-right */
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Vec2 v2;
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Vec2 uv2;
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/* upper-right */
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Vec2 v3;
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Vec2 uv3;
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} ElementIndexedQuadWithoutColor;
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typedef struct ElementIndexedQuadWithoutTexture {
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/* upper-left */
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Vec2 v0;
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Color c0;
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/* bottom-left */
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Vec2 v1;
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Color c1;
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/* bottom-right */
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Vec2 v2;
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Color c2;
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/* upper-right */
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Vec2 v3;
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Color c3;
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} ElementIndexedQuadWithoutTexture;
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typedef struct ElementIndexedQuadWithoutColorWithoutTexture {
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/* upper-left */
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Vec2 v0;
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/* bottom-left */
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Vec2 v1;
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/* bottom-right */
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Vec2 v2;
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/* upper-right */
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Vec2 v3;
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} ElementIndexedQuadWithoutColorWithoutTexture;
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/* renders the background, then the primitives in all render queues */
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void render(void);
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@ -2,7 +2,6 @@
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#include "twn_util.h"
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#include "twn_util_c.h"
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#include "twn_engine_context_c.h"
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#include "twn_text_c.h"
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#include "twn_types.h"
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#include "twn_deferred_commands.h"
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#include "twn_gl_any_rendering_c.h"
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@ -11,73 +10,6 @@
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#include <stb_ds.h>
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/* TODO: try using the fact we utilize edge coloring and step virtual color attributes to bogus points */
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/* this is only doable is we take out color attribute to separate array or a portion of it */
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/* interleaved vertex array data */
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typedef struct ElementIndexedQuad {
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/* upper-left */
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Vec2 v0;
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Vec2 uv0;
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Color c0;
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/* bottom-left */
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Vec2 v1;
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Vec2 uv1;
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Color c1;
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/* bottom-right */
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Vec2 v2;
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Vec2 uv2;
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Color c2;
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/* upper-right */
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Vec2 v3;
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Vec2 uv3;
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Color c3;
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} ElementIndexedQuad;
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typedef struct ElementIndexedQuadWithoutColor {
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/* upper-left */
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Vec2 v0;
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Vec2 uv0;
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/* bottom-left */
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Vec2 v1;
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Vec2 uv1;
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/* bottom-right */
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Vec2 v2;
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Vec2 uv2;
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/* upper-right */
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Vec2 v3;
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Vec2 uv3;
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} ElementIndexedQuadWithoutColor;
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typedef struct ElementIndexedQuadWithoutTexture {
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/* upper-left */
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Vec2 v0;
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Color c0;
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/* bottom-left */
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Vec2 v1;
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Color c1;
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/* bottom-right */
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Vec2 v2;
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Color c2;
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/* upper-right */
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Vec2 v3;
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Color c3;
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} ElementIndexedQuadWithoutTexture;
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typedef struct ElementIndexedQuadWithoutColorWithoutTexture {
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/* upper-left */
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Vec2 v0;
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/* bottom-left */
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Vec2 v1;
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/* bottom-right */
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Vec2 v2;
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/* upper-right */
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Vec2 v3;
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} ElementIndexedQuadWithoutColorWithoutTexture;
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static TextureMode texture_mode_last_used = TEXTURE_MODE_UNKNOWN;
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static Pipeline pipeline_last_used = PIPELINE_NO;
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@ -268,312 +200,6 @@ bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
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}
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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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DeferredCommandDraw command = {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) {
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
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? */
|
||||
|
Loading…
Reference in New Issue
Block a user