draw: increase far Z, separate path for space quads, fix billboard batching
This commit is contained in:
parent
5f3920fdba
commit
a36459397e
@ -12,7 +12,7 @@
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#define TERRAIN_FREQUENCY 0.15f
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#define TERRAIN_DISTANCE 64
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#define TERRAIN_DISTANCE 128
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#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
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#define PLAYER_HEIGHT 0.6f
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@ -161,6 +161,7 @@ static void draw_terrain(SceneIngame *scn) {
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(Rect){ .w = 128, .h = 128 },
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(Color){255, 255, 255, 255});
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/* TODO: only draw upclose */
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draw_billboard("/assets/grasses/10.png",
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(Vec3){ (float)x, d0 + 0.15f, (float)y },
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(Vec2){0.3f, 0.3f},
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@ -95,14 +95,15 @@ void finally_draw_billboard_batch(struct MeshBatch const *batch,
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const Vec2 uv3c = { xr + wr, yr };
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for (size_t batch_n = 0; batch_n <= (primitives_len - 1) / QUAD_ELEMENT_BUFFER_LENGTH; batch_n++) {
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size_t const processing = MIN(primitives_len - batch_n * QUAD_ELEMENT_BUFFER_LENGTH, QUAD_ELEMENT_BUFFER_LENGTH);
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/* emit vertex data */
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VertexBuffer const buffer = get_scratch_vertex_array();
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VertexBufferBuilder builder = build_vertex_buffer(
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buffer,
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sizeof (ElementIndexedBillboard) * MIN(primitives_len - batch_n * QUAD_ELEMENT_BUFFER_LENGTH, QUAD_ELEMENT_BUFFER_LENGTH));
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sizeof (ElementIndexedBillboard) * processing);
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for (size_t i = 0; i < primitives_len; ++i) {
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for (size_t i = 0; i < processing; ++i) {
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struct SpaceBillboard const billboard = ((SpaceBillboard *)(void *)batch->primitives)[batch_n * QUAD_ELEMENT_BUFFER_LENGTH + i];
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/* a = (right + up) * size, b = (right - up) * size*/
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@ -179,20 +180,20 @@ void finally_draw_billboard_batch(struct MeshBatch const *batch,
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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.textured = true;
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command.element_buffer = get_quad_element_buffer();
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command.element_count = 6 * (uint32_t)primitives_len;
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command.range_end = 6 * (uint32_t)primitives_len;
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command.element_count = 6 * (uint32_t)processing;
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command.range_end = 6 * (uint32_t)processing;
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/* TODO: support alpha blended case, with distance sort */
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TextureMode mode = textures_get_mode(&ctx.texture_cache, texture_key);
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if (mode == TEXTURE_MODE_GHOSTLY)
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mode = TEXTURE_MODE_SEETHROUGH;
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command.texture_mode = mode;
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command.pipeline = PIPELINE_SPACE;
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command.texture_mode = mode;
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command.depth_range_high = depth_range_high;
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command.depth_range_low = depth_range_low;
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@ -52,6 +52,9 @@ void render_clear(void) {
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for (size_t i = 0; i < hmlenu(ctx.billboard_batches); ++i)
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arrsetlen(ctx.billboard_batches[i].value.primitives, 0);
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for (size_t i = 0; i < hmlenu(ctx.quad_batches); ++i)
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arrsetlen(ctx.quad_batches[i].value.primitives, 0);
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}
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@ -196,31 +199,6 @@ void draw_nine_slice(const char *texture, Vec2 corners, Rect rect, float border_
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}
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TWN_API void draw_quad(char const *texture,
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Vec3 v0, /* upper-left */
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Vec3 v1, /* bottom-left */
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Vec3 v2, /* bottom-right */
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Vec3 v3, /* upper-right */
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Rect texture_region,
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Color color)
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{
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Vec2 const uv0 = { texture_region.x, texture_region.y };
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Vec2 const uv1 = { texture_region.x, texture_region.y + texture_region.h };
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Vec2 const uv2 = { texture_region.x + texture_region.w, texture_region.y + texture_region.h };
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Vec2 const uv3 = { texture_region.x + texture_region.w, texture_region.y };
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draw_triangle(texture,
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v0, v1, v3,
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uv0, uv1, uv3,
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color, color, color);
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draw_triangle(texture,
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v3, v1, v2,
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uv3, uv1, uv2,
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color, color, color);
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}
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static void render_2d(void) {
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const size_t render_queue_len = arrlenu(ctx.render_queue_2d);
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@ -397,18 +375,16 @@ static void render_2d(void) {
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static void render_space(void) {
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finally_draw_models();
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/* nothing to do, abort */
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/* as space pipeline isn't used we can have fewer changes and initialization costs */
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if (hmlenu(ctx.uncolored_mesh_batches) != 0 || hmlenu(ctx.billboard_batches) != 0) {
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for (size_t i = 0; i < hmlenu(ctx.uncolored_mesh_batches); ++i) {
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for (size_t i = 0; i < hmlenu(ctx.uncolored_mesh_batches); ++i)
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finally_draw_uncolored_space_traingle_batch(&ctx.uncolored_mesh_batches[i].value,
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ctx.uncolored_mesh_batches[i].key);
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}
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for (size_t i = 0; i < hmlenu(ctx.billboard_batches); ++i) {
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for (size_t i = 0; i < hmlenu(ctx.quad_batches); ++i)
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finally_draw_space_quads_batch(&ctx.quad_batches[i].value,
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ctx.quad_batches[i].key);
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for (size_t i = 0; i < hmlenu(ctx.billboard_batches); ++i)
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finally_draw_billboard_batch(&ctx.billboard_batches[i].value, ctx.billboard_batches[i].key);
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}
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}
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render_skybox(); /* after everything else, as to use depth buffer for early z rejection */
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}
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@ -23,7 +23,7 @@ extern float camera_2d_zoom;
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extern double depth_range_low, depth_range_high;
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#define QUAD_ELEMENT_BUFFER_LENGTH (65536 / 6)
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#define QUAD_ELEMENT_BUFFER_LENGTH ((65536 * 1) / 6)
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#define CIRCLE_VERTICES_MAX 2048
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/* TODO: limit to only most necessary */
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@ -217,6 +217,7 @@ typedef struct ElementIndexedQuadWithoutColorWithoutTexture {
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Vec2 v3;
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} ElementIndexedQuadWithoutColorWithoutTexture;
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/* TODO: rename to space quad */
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/* TODO: no color variant */
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typedef struct ElementIndexedBillboard {
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/* upper-left */
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@ -334,6 +335,9 @@ void push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
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Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
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Color color);
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void finally_draw_space_quads_batch(const MeshBatch *batch,
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const TextureKey texture_key);
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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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@ -584,8 +584,8 @@ void finally_draw_command(DeferredCommandDraw command) {
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finally_use_texture_mode(command.texture_mode);
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glBindBuffer(GL_ARRAY_BUFFER, command.vertices.buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.element_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, command.vertices.buffer);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(command.vertices.arity,
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@ -637,7 +637,7 @@ void finally_draw_command(DeferredCommandDraw command) {
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command.range_start,
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command.range_end,
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command.element_count,
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GL_UNSIGNED_SHORT,
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GL_UNSIGNED_INT,
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NULL);
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} else {
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SDL_assert(command.primitive_count != 0);
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@ -661,6 +661,7 @@ void finally_draw_command(DeferredCommandDraw command) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void render_line(const LinePrimitive *line) {
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finally_use_2d_pipeline();
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glBegin(GL_LINES);
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@ -62,15 +62,15 @@ IndexBuffer get_quad_element_buffer(void) {
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/* TODO: use builder interface, not direct calls (glMapBuffer isn't portable) */
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if (buffer == 0) {
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buffer = create_index_buffer();
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IndexBufferBuilder builder = build_index_buffer(buffer, sizeof (GLshort) * QUAD_ELEMENT_BUFFER_LENGTH * 6 );
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IndexBufferBuilder builder = build_index_buffer(buffer, sizeof (GLuint) * QUAD_ELEMENT_BUFFER_LENGTH * 6 );
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for (size_t i = 0; i < QUAD_ELEMENT_BUFFER_LENGTH; ++i) {
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((GLshort *)builder.base)[i * 6 + 0] = (GLshort)(i * 4 + 0);
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((GLshort *)builder.base)[i * 6 + 1] = (GLshort)(i * 4 + 1);
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((GLshort *)builder.base)[i * 6 + 2] = (GLshort)(i * 4 + 2);
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((GLshort *)builder.base)[i * 6 + 3] = (GLshort)(i * 4 + 2);
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((GLshort *)builder.base)[i * 6 + 4] = (GLshort)(i * 4 + 3);
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((GLshort *)builder.base)[i * 6 + 5] = (GLshort)(i * 4 + 0);
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((GLuint *)builder.base)[i * 6 + 0] = (GLuint)(i * 4 + 0);
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((GLuint *)builder.base)[i * 6 + 1] = (GLuint)(i * 4 + 1);
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((GLuint *)builder.base)[i * 6 + 2] = (GLuint)(i * 4 + 2);
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((GLuint *)builder.base)[i * 6 + 3] = (GLuint)(i * 4 + 2);
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((GLuint *)builder.base)[i * 6 + 4] = (GLuint)(i * 4 + 3);
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((GLuint *)builder.base)[i * 6 + 5] = (GLuint)(i * 4 + 0);
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}
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finish_index_builder(&builder);
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@ -1,4 +1,8 @@
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#include "twn_draw_c.h"
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#include "twn_draw.h"
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#include "twn_engine_context_c.h"
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#include "twn_util.h"
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#include "twn_util_c.h"
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#include <stb_ds.h>
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@ -171,3 +175,146 @@ void push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
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((ElementIndexedQuadWithoutColorWithoutTexture *)builder->base)[index] = payload;
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}
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}
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void draw_quad(char const *texture,
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Vec3 v0, /* upper-left */
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Vec3 v1, /* bottom-left */
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Vec3 v2, /* bottom-right */
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Vec3 v3, /* upper-right */
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Rect texture_region,
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Color color)
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{
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Vec2 const uv0 = { texture_region.x, texture_region.y };
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Vec2 const uv1 = { texture_region.x, texture_region.y + texture_region.h };
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Vec2 const uv2 = { texture_region.x + texture_region.w, texture_region.y + texture_region.h };
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Vec2 const uv3 = { texture_region.x + texture_region.w, texture_region.y };
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// TODO: order drawing by atlas id as well, so that texture rebinding is not as common
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const TextureKey texture_key = textures_get_key(&ctx.texture_cache, texture);
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struct MeshBatchItem *batch_p = hmgetp_null(ctx.quad_batches, texture_key);
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if (!batch_p) {
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struct MeshBatch item = {0};
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hmput(ctx.quad_batches, texture_key, item);
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batch_p = &ctx.quad_batches[hmlenu(ctx.quad_batches) - 1]; /* TODO: can last index be used? */
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}
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/* TODO: rename from billboards */
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struct ElementIndexedBillboard billboard = {
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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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/* will be adjusted later when atlas is baked */
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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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/* flat shading is assumed, so we can skip setting the duplicates */
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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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struct ElementIndexedBillboard *billboards = (struct ElementIndexedBillboard *)(void *)batch_p->value.primitives;
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arrpush(billboards, billboard);
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batch_p->value.primitives = (uint8_t *)billboards;
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}
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void finally_draw_space_quads_batch(const MeshBatch *batch,
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const TextureKey texture_key)
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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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ElementIndexedBillboard *payload =
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&((ElementIndexedBillboard *)(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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payload->uv3.x = xr + ((float)payload->uv3.x / srcrect.w) * wr;
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payload->uv3.y = yr + ((float)payload->uv3.y / srcrect.h) * hr;
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}
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for (size_t batch_n = 0; batch_n <= (primitives_len - 1) / QUAD_ELEMENT_BUFFER_LENGTH; batch_n++) {
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size_t const processing = MIN(primitives_len - batch_n * QUAD_ELEMENT_BUFFER_LENGTH, QUAD_ELEMENT_BUFFER_LENGTH);
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VertexBuffer const buffer = get_scratch_vertex_array();
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specify_vertex_buffer(buffer, &batch->primitives[batch_n * QUAD_ELEMENT_BUFFER_LENGTH], sizeof (ElementIndexedBillboard) * processing);
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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 = TWN_FLOAT,
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.stride = offsetof(ElementIndexedBillboard, v1),
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.offset = offsetof(ElementIndexedBillboard, 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 = TWN_FLOAT,
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.stride = offsetof(ElementIndexedBillboard, v1),
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.offset = offsetof(ElementIndexedBillboard, uv0),
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.buffer = buffer
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};
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command.colors = (AttributeArrayPointer) {
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.arity = 4,
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.type = TWN_UNSIGNED_BYTE,
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.stride = offsetof(ElementIndexedBillboard, v1),
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.offset = offsetof(ElementIndexedBillboard, c0),
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.buffer = buffer
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};
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command.texture_key = texture_key;
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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 * (uint32_t)processing;
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command.range_end = 6 * (uint32_t)processing;
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/* TODO: support alpha blended case, with distance sort */
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TextureMode mode = textures_get_mode(&ctx.texture_cache, texture_key);
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if (mode == TEXTURE_MODE_GHOSTLY)
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mode = TEXTURE_MODE_SEETHROUGH;
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command.pipeline = PIPELINE_SPACE;
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command.texture_mode = mode;
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command.depth_range_high = depth_range_high;
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command.depth_range_low = depth_range_low;
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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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}
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@ -6,7 +6,7 @@
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#define CAMERA_NEAR_Z 0.1f
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#define CAMERA_FAR_Z 100.0f
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#define CAMERA_FAR_Z 1000.0f
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Matrix4 camera_look_at(const Camera *const camera) {
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@ -49,6 +49,7 @@ typedef struct EngineContext {
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Primitive2D *render_queue_2d;
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MeshBatchItem *uncolored_mesh_batches;
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MeshBatchItem *billboard_batches;
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MeshBatchItem *quad_batches;
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TextCache text_cache;
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TextureCache texture_cache;
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