work towards DeferredCommandDraw being universal, support for DeferredCommandDepthRange, rework of cirlce mesh (has a bug still), get_quad_element_buffer() now more general, as it should be with gl_any

This commit is contained in:
veclav talica 2024-10-17 21:01:35 +03:00
parent aa3cab87d2
commit 7e409fc14a
5 changed files with 174 additions and 146 deletions

View File

@ -1,4 +1,3 @@
#include "twn_util.h"
#include "twn_engine_context_c.h"
#include "twn_draw_c.h"
#include "twn_draw.h"
@ -24,22 +23,15 @@ void draw_circle(Vec2 position, float radius, Color color) {
void create_circle_geometry(Vec2 position,
Color color,
float radius,
size_t num_vertices,
SDL_Vertex vertices[],
int indices[])
Vec2 vertices[])
{
/* the angle (in radians) to rotate by on each iteration */
float seg_rotation_angle = (360.0f / (float)num_vertices) * ((float)M_PI / 180);
vertices[0].position.x = (float)position.x;
vertices[0].position.y = (float)position.y;
vertices[0].color.r = color.r;
vertices[0].color.g = color.g;
vertices[0].color.b = color.b;
vertices[0].color.a = color.a;
vertices[0].tex_coord = (SDL_FPoint){ 0, 0 };
vertices[0].x = (float)position.x;
vertices[0].y = (float)position.y;
/* this point will rotate around the center */
float start_x = 0.0f - radius;
@ -48,34 +40,13 @@ void create_circle_geometry(Vec2 position,
for (size_t i = 1; i < num_vertices + 1; ++i) {
float final_seg_rotation_angle = (float)i * seg_rotation_angle;
vertices[i].position.x =
cosf(final_seg_rotation_angle) * start_x -
sinf(final_seg_rotation_angle) * start_y;
vertices[i].position.y =
cosf(final_seg_rotation_angle) * start_y +
sinf(final_seg_rotation_angle) * start_x;
float c, s;
sincosf(final_seg_rotation_angle, &s, &c);
vertices[i].position.x += position.x;
vertices[i].position.y += position.y;
vertices[i].x = c * start_x - s * start_y;
vertices[i].y = c * start_y + s * start_x;
vertices[i].color.r = color.r;
vertices[i].color.g = color.g;
vertices[i].color.b = color.b;
vertices[i].color.a = color.a;
vertices[i].tex_coord = (SDL_FPoint){ 0, 0 };
size_t triangle_offset = 3 * (i - 1);
/* center point index */
indices[triangle_offset] = 0;
/* generated point index */
indices[triangle_offset + 1] = (int)i;
size_t index = (i + 1) % num_vertices;
if (index == 0)
index = num_vertices;
indices[triangle_offset + 2] = (int)index;
vertices[i].x += position.x;
vertices[i].y += position.y;
}
}

View File

@ -20,7 +20,10 @@
extern Matrix4 camera_projection_matrix;
extern Matrix4 camera_look_at_matrix;
#define QUAD_ELEMENT_BUFFER_LENGTH (65536 / 6)
#define CIRCLE_VERTICES_MAX 2048
#define CIRCLE_ELEMENT_BUFFER_LENGTH (CIRCLE_VERTICES_MAX * 3)
typedef GLuint VertexBuffer;
@ -129,11 +132,9 @@ void render_queue_clear(void);
/* fills two existing arrays with the geometry data of a circle */
/* the size of indices must be at least 3 times the number of vertices */
void create_circle_geometry(Vec2 position,
Color color,
float radius,
size_t num_vertices,
SDL_Vertex vertices[],
int indices[]);
Vec2 vertices[]);
struct QuadBatch {
size_t size; /* how many primitives are in current batch */
@ -191,6 +192,8 @@ void set_depth_range(double low, double high);
VertexBuffer get_quad_element_buffer(void);
VertexBuffer get_circle_element_buffer(void);
void render_circle(const CirclePrimitive *circle);
void render_rectangle(const RectPrimitive *rectangle);

View File

@ -96,13 +96,16 @@ typedef struct {
Color color;
};
bool textured, texture_repeat;
TextureKey texture;
bool textured, texture_repeat, uses_gpu_key;
TextureKey texture_key;
GPUTexture gpu_texture;
GLuint element_buffer;
GLsizei element_count;
GLsizei range_start, range_end;
} DeferredCommandDrawElements;
double depth_range_low, depth_range_high;
} DeferredCommandDraw;
typedef struct {
@ -130,19 +133,26 @@ typedef struct {
} DeferredCommandUseTextureMode;
typedef struct {
double low, high;
} DeferredCommandDepthRange;
typedef struct {
enum DeferredCommandType {
DEFERRED_COMMAND_TYPE_DRAW_ELEMENTS,
DEFERRED_COMMAND_TYPE_DRAW,
DEFERRED_COMMAND_TYPE_CLEAR,
DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE,
DEFERRED_COMMAND_TYPE_DEPTH_RANGE,
} type;
union {
DeferredCommandDrawElements draw_elements;
DeferredCommandDraw draw;
DeferredCommandClear clear;
DeferredCommandUsePipeline use_pipeline;
DeferredCommandUseTextureMode use_texture_mode;
DeferredCommandDepthRange depth_range;
};
} DeferredCommand;
@ -151,9 +161,6 @@ static TextureMode texture_mode_last_used = -1;
static Pipeline pipeline_last_used = PIPELINE_NO;
#define CIRCLE_VERTICES_MAX 2048
/* potentially double buffered array of vertex array handles */
/* we assume they will be refilled fully each frame */
static size_t scratch_va_front_used, scratch_va_back_used;
@ -195,6 +202,10 @@ static DeferredCommand *deferred_commands;
static void issue_deferred_draw_commands(void) {
for (size_t i = 0; i < arrlenu(deferred_commands); ++i) {
switch (deferred_commands[i].type) {
case DEFERRED_COMMAND_TYPE_DEPTH_RANGE: {
glDepthRange(deferred_commands[i].depth_range.low, deferred_commands[i].depth_range.high);
break;
}
case DEFERRED_COMMAND_TYPE_CLEAR: {
glClearColor((1.0f / 255) * deferred_commands[i].clear.color.r,
(1.0f / 255) * deferred_commands[i].clear.color.g,
@ -211,8 +222,8 @@ static void issue_deferred_draw_commands(void) {
break;
}
case DEFERRED_COMMAND_TYPE_DRAW_ELEMENTS: {
DeferredCommandDrawElements const command = deferred_commands[i].draw_elements;
case DEFERRED_COMMAND_TYPE_DRAW: {
DeferredCommandDraw const command = deferred_commands[i].draw;
/* TODO: don't assume a single vertex array ? */
SDL_assert(command.vertices.arity != 0);
@ -255,10 +266,12 @@ static void issue_deferred_draw_commands(void) {
command.color.a);
if (command.textured) {
if (command.texture_repeat)
textures_bind_repeating(&ctx.texture_cache, command.texture);
if (command.uses_gpu_key)
glBindTexture(GL_TEXTURE_2D, command.gpu_texture);
else if (command.texture_repeat)
textures_bind_repeating(&ctx.texture_cache, command.texture_key);
else
textures_bind(&ctx.texture_cache, command.texture);
textures_bind(&ctx.texture_cache, command.texture_key);
}
if (command.range_start == command.range_end)
@ -459,40 +472,6 @@ static void finally_use_2d_pipeline(void) {
}
void render_circle(const CirclePrimitive *circle) {
static SDL_Vertex vertices[CIRCLE_VERTICES_MAX];
static int indices[CIRCLE_VERTICES_MAX * 3];
int num_vertices = MIN((int)circle->radius, CIRCLE_VERTICES_MAX-1);
create_circle_geometry(circle->position,
circle->color,
circle->radius,
num_vertices,
vertices,
indices);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
sizeof (SDL_Vertex),
&vertices->position);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,
GL_UNSIGNED_BYTE,
sizeof (SDL_Vertex),
&vertices->color);
glDrawElements(GL_TRIANGLES,
num_vertices * 3,
GL_UNSIGNED_INT,
indices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
void use_texture_mode(TextureMode mode) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE,
@ -589,7 +568,7 @@ void finally_render_quads(const Primitive2D primitives[],
const struct QuadBatch batch,
const VertexBuffer buffer)
{
DeferredCommandDrawElements command = {0};
DeferredCommandDraw command = {0};
GLsizei off = 0, voff = 0, uvoff = 0, coff = 0;
@ -644,7 +623,7 @@ void finally_render_quads(const Primitive2D primitives[],
if (batch.textured) {
/* TODO: bad, don't */
command.textured = true;
command.texture = primitives->sprite.texture_key;
command.texture_key = primitives->sprite.texture_key;
command.texture_repeat = batch.repeat;
}
@ -655,8 +634,8 @@ void finally_render_quads(const Primitive2D primitives[],
use_texture_mode(batch.mode);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW_ELEMENTS,
.draw_elements = command
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
@ -817,44 +796,46 @@ void finally_draw_text(FontData const *font_data,
Color color,
VertexBuffer buffer)
{
(void)buffer;
DeferredCommandDraw command = {0};
/* vertex specification */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
offsetof(ElementIndexedQuadWithoutColor, v1),
(void *)(size_t)offsetof(ElementIndexedQuadWithoutColor, v0));
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, v0),
.buffer = buffer
};
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
offsetof(ElementIndexedQuadWithoutColor, v1),
(void *)(size_t)offsetof(ElementIndexedQuadWithoutColor, uv0));
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, uv0),
.buffer = buffer
};
get_quad_element_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);
glBindTexture(GL_TEXTURE_2D, font_data->texture);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
glColor4ub(color.r, color.g, color.b, color.a);
glDrawElements(GL_TRIANGLES, 6 * (GLsizei)len, GL_UNSIGNED_SHORT, NULL);
/* clear the state */
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
arrpush(deferred_commands, final_command);
/* TODO: why doesn't it get restored if not placed here? */
glDepthMask(GL_TRUE);
// glDepthMask(GL_TRUE);
}
@ -883,6 +864,47 @@ static void load_cubemap_side(const char *path, GLenum target) {
SDL_FreeSurface(surface);
}
void render_circle(const CirclePrimitive *circle) {
static Vec2 vertices[CIRCLE_VERTICES_MAX];
int num_vertices = CIRCLE_VERTICES_MAX - 1;
create_circle_geometry(circle->position,
circle->radius,
num_vertices,
vertices);
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 * 3;
command.range_end = num_vertices * 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_skybox(char *paths) {
static GLuint cubemap = 0;
static char *paths_cache = NULL;
@ -1049,3 +1071,16 @@ void finally_apply_fog(float start, float end, float density, Color color) {
void finally_pop_fog(void) {
glDisable(GL_FOG);
}
void set_depth_range(double low, double high) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_DEPTH_RANGE,
.depth_range = {
.low = low,
.high = high
}
};
arrpush(deferred_commands, command);
}

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@ -33,40 +33,59 @@ void specify_vertex_buffer(VertexBuffer buffer, void const *data, size_t bytes)
VertexBuffer get_quad_element_buffer(void) {
static GLuint buffer = 0;
static VertexBuffer buffer = 0;
/* it's only generated once at runtime */
/* TODO: use builder interface, not direct calls (glMapBuffer isn't portable) */
if (buffer == 0) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
QUAD_ELEMENT_BUFFER_LENGTH * 6 * sizeof(uint16_t),
NULL,
GL_STATIC_DRAW);
buffer = create_vertex_buffer();
VertexBufferBuilder builder = build_vertex_buffer(buffer, sizeof (GLshort) * QUAD_ELEMENT_BUFFER_LENGTH * 6 );
uint16_t *const indices = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER,
GL_WRITE_ONLY);
if (!indices)
CRY("Quad indices generation", "glMapBuffer() failed");
for (size_t i = 0; i < QUAD_ELEMENT_BUFFER_LENGTH; ++i) {
GLshort indices[6];
indices[0] = (GLshort)(i * 4 + 0);
indices[1] = (GLshort)(i * 4 + 1);
indices[2] = (GLshort)(i * 4 + 2);
indices[3] = (GLshort)(i * 4 + 2);
indices[4] = (GLshort)(i * 4 + 3);
indices[5] = (GLshort)(i * 4 + 0);
for (uint16_t i = 0; i < QUAD_ELEMENT_BUFFER_LENGTH; ++i) {
indices[i * 6 + 0] = (uint16_t)(i * 4 + 0);
indices[i * 6 + 1] = (uint16_t)(i * 4 + 1);
indices[i * 6 + 2] = (uint16_t)(i * 4 + 2);
indices[i * 6 + 3] = (uint16_t)(i * 4 + 2);
indices[i * 6 + 4] = (uint16_t)(i * 4 + 3);
indices[i * 6 + 5] = (uint16_t)(i * 4 + 0);
push_to_vertex_buffer_builder(&builder, indices, sizeof indices);
}
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
} else
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
SDL_assert_always(buffer);
return buffer;
}
void set_depth_range(double low, double high) {
glDepthRange(low, high);
VertexBuffer get_circle_element_buffer(void) {
static VertexBuffer buffer = 0;
if (buffer == 0) {
buffer = create_vertex_buffer();
VertexBufferBuilder builder = build_vertex_buffer(buffer, sizeof (GLshort) * CIRCLE_ELEMENT_BUFFER_LENGTH);
for (size_t i = 1; i < CIRCLE_VERTICES_MAX; ++i) {
/* first one is center point index, always zero */
GLshort indices[3];
indices[0] = 0;
/* generated point index */
indices[1] = (GLshort)i;
size_t index = (i + 1) % (CIRCLE_VERTICES_MAX - 1);
if (index == 0) /* don't use center for outer ring */
index = (CIRCLE_VERTICES_MAX - 1);
indices[2] = (GLshort)index;
push_to_vertex_buffer_builder(&builder, indices, sizeof indices);
}
}
SDL_assert_always(buffer);
return buffer;
}

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@ -39,7 +39,7 @@ static inline float fast_sqrt(float x)
static inline Vec2 fast_cossine(float a) {
const float s = SDL_sinf(a);
const float s = sinf(a);
return (Vec2){
.x = fast_sqrt(1.0f - s * s) * (a >= (float)M_PI_2 && a < (float)(M_PI + M_PI_2) ? -1 : 1),
.y = s