rendering: use sprite batching techniques for rect primitives, unite their render path
This commit is contained in:
parent
82bad550e5
commit
b295c5920c
@ -104,6 +104,7 @@ set(TWN_NONOPT_SOURCE_FILES
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src/rendering/twn_draw.c src/rendering/twn_draw_c.h
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src/rendering/twn_sprites.c
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src/rendering/twn_rects.c
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src/rendering/twn_text.c
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src/rendering/twn_triangles.c
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src/rendering/twn_circles.c
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@ -1,6 +1,9 @@
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#ifndef TWN_TEXTURES_MODES_H
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#define TWN_TEXTURES_MODES_H
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/* TODO: rename, as it doesn't have to be about textures only, but blending */
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/* TODO: move from public /include/ tree */
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/* alpha channel information */
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typedef enum TextureMode {
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TEXTURE_MODE_OPAQUE, /* all pixels are solid */
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@ -35,22 +35,6 @@ void render_queue_clear(void) {
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}
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/* rectangle */
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void draw_rectangle(Rect rect, Color color) {
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RectPrimitive rectangle = {
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.rect = rect,
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.color = color,
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};
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Primitive2D primitive = {
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.type = PRIMITIVE_2D_RECT,
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.rect = rectangle,
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};
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arrput(ctx.render_queue_2d, primitive);
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}
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void draw_9slice(const char *texture_path, int texture_w, int texture_h, int border_thickness, Rect rect, Color color) {
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const float bt = (float)border_thickness; /* i know! */
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const float bt2 = bt * 2; /* combined size of the two borders in an axis */
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@ -204,19 +188,27 @@ static void render_2d(void) {
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switch (current->type) {
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case PRIMITIVE_2D_SPRITE: {
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const struct SpriteBatch batch =
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const struct QuadBatch batch =
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collect_sprite_batch(current, render_queue_len - i);
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/* TODO: what's even the point? just use OR_EQUAL comparison */
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set_depth_range((double)batch_count / UINT16_MAX, 1.0);
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render_sprites(current, batch);
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render_sprite_batch(current, batch);
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i += batch.size - 1; ++batch_count;
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break;
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}
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case PRIMITIVE_2D_RECT:
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render_rectangle(¤t->rect);
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case PRIMITIVE_2D_RECT: {
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const struct QuadBatch batch =
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collect_rect_batch(current, render_queue_len - i);
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/* TODO: what's even the point? just use OR_EQUAL comparison */
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set_depth_range((double)batch_count / UINT16_MAX, 1.0);
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render_rect_batch(current, batch);
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i += batch.size - 1; ++batch_count;
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break;
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}
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case PRIMITIVE_2D_CIRCLE:
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render_circle(¤t->circle);
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break;
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@ -133,15 +133,18 @@ void create_circle_geometry(Vec2 position,
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SDL_Vertex **vertices_out,
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int **indices_out);
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struct SpriteBatch {
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struct QuadBatch {
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size_t size; /* how many primitives are in current batch */
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TextureMode mode;
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TextureMode mode; /* how color should be applied */
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bool constant_colored; /* whether colored batch is uniformly colored */
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bool repeat; /* whether repeat is needed */
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} collect_sprite_batch(const Primitive2D primitives[], size_t len);
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void render_sprites(const Primitive2D primitives[],
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const struct SpriteBatch batch);
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bool textured;
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} collect_quad_batch(const Primitive2D primitives[], size_t len);
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void render_quad_batch(const Primitive2D primitives[], struct QuadBatch batch);
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struct QuadBatch collect_sprite_batch(const Primitive2D primitives[], size_t len);
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struct QuadBatch collect_rect_batch(const Primitive2D primitives[], size_t len);
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void render_sprite_batch(const Primitive2D primitives[], struct QuadBatch batch);
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void render_rect_batch(const Primitive2D primitives[], struct QuadBatch batch);
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void draw_uncolored_space_traingle_batch(MeshBatch *batch,
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TextureKey texture_key);
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@ -162,14 +165,14 @@ VertexBuffer create_vertex_buffer(void);
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void delete_vertex_buffer(VertexBuffer buffer);
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void specify_vertex_buffer(VertexBuffer buffer, void *data, size_t bytes);
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void specify_vertex_buffer(VertexBuffer buffer, void const *data, size_t bytes);
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/* uses present in 1.5 buffer mapping feature */
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VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes);
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/* collects bytes for sending to the gpu until all is pushed, which is when false is returned */
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bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
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void *bytes,
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void const *bytes,
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size_t size);
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/* state */
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@ -194,19 +197,17 @@ void use_2d_pipeline(void);
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void use_texture_mode(TextureMode mode);
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void upload_quad_vertices(Rect rect);
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void finally_render_quads(Primitive2D const primitives[],
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struct QuadBatch batch,
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VertexBuffer buffer);
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void finally_render_sprites(Primitive2D const primitives[],
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struct SpriteBatch batch,
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VertexBuffer buffer);
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size_t get_quad_payload_size(struct QuadBatch batch);
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size_t get_sprite_payload_size(struct SpriteBatch batch);
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bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch 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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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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void finally_draw_uncolored_space_traingle_batch(MeshBatch const *batch,
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TextureKey texture_key,
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@ -3,6 +3,7 @@
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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 <glad/glad.h>
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#include <stb_ds.h>
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@ -48,6 +49,34 @@ typedef struct ElementIndexedQuadWithoutColor {
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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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typedef enum {
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PIPELINE_NO,
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PIPELINE_SPACE,
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@ -136,33 +165,6 @@ void use_2d_pipeline(void) {
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}
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void upload_quad_vertices(Rect rect) {
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/* client memory needs to be reachable on glDraw*, so */
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static float vertices[6 * 2];
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vertices[0] = rect.x; vertices[1] = rect.y;
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vertices[2] = rect.x; vertices[3] = rect.y + rect.h;
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vertices[4] = rect.x + rect.w; vertices[5] = rect.y + rect.h;
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vertices[6] = rect.x + rect.w; vertices[7] = rect.y + rect.h;
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vertices[8] = rect.x + rect.w; vertices[9] = rect.y;
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vertices[10] = rect.x; vertices[11] = rect.y;
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glVertexPointer(2, GL_FLOAT, 0, (void *)&vertices);
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}
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void render_rectangle(const RectPrimitive *rectangle) {
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glColor4ub(rectangle->color.r, rectangle->color.g,
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rectangle->color.b, rectangle->color.a);
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glEnableClientState(GL_VERTEX_ARRAY);
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upload_quad_vertices(rectangle->rect);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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void render_circle(const CirclePrimitive *circle) {
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SDL_Vertex *vertices = NULL;
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int *indices = NULL;
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@ -258,7 +260,7 @@ VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes) {
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bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
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void *bytes, size_t size) {
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void const *bytes, size_t size) {
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if (builder->bytes_left == 0)
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return false;
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@ -277,24 +279,30 @@ bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
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}
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void finally_render_sprites(const Primitive2D primitives[],
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const struct SpriteBatch batch,
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const VertexBuffer buffer)
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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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(void)buffer;
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GLsizei off;
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GLsizei voff;
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GLsizei uvoff;
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GLsizei off = 0, voff = 0, uvoff = 0, coff = 0;
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if (!batch.constant_colored) {
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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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} else {
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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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/* vertex specification */
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@ -304,65 +312,82 @@ void finally_render_sprites(const Primitive2D primitives[],
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off,
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(void *)(size_t)voff);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2,
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GL_FLOAT,
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off,
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(void *)(size_t)uvoff);
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if (batch.textured) {
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2,
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GL_FLOAT,
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off,
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(void *)(size_t)uvoff);
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}
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if (!batch.constant_colored) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4,
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GL_UNSIGNED_BYTE,
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off,
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(void *)offsetof(ElementIndexedQuad, c0));
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(void *)(size_t)coff);
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} else
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glColor4ub(primitives[0].sprite.color.r,
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primitives[0].sprite.color.g,
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primitives[0].sprite.color.b,
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primitives[0].sprite.color.a);
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if (!batch.repeat)
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textures_bind(&ctx.texture_cache, primitives->sprite.texture_key);
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else
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textures_bind_repeating(&ctx.texture_cache, primitives->sprite.texture_key);
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if (batch.textured) {
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if (!batch.repeat)
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textures_bind(&ctx.texture_cache, primitives->sprite.texture_key);
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else
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textures_bind_repeating(&ctx.texture_cache, primitives->sprite.texture_key);
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}
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bind_quad_element_buffer();
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glDrawElements(GL_TRIANGLES, 6 * (GLsizei)batch.size, GL_UNSIGNED_SHORT, NULL);
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/* clear the state */
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glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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{
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glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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if (batch.textured)
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (!batch.constant_colored)
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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if (!batch.constant_colored)
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glDisableClientState(GL_COLOR_ARRAY);
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if (batch.textured)
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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}
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size_t get_sprite_payload_size(struct SpriteBatch batch) {
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if (batch.constant_colored)
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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
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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 (ElementIndexedQuadWithoutTexture);
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else if (!batch.constant_colored && !batch.textured)
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return sizeof (ElementIndexedQuadWithoutColorWithoutTexture);
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SDL_assert(false);
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return 0;
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}
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bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch 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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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) {
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ElementIndexedQuad buffer_element = {
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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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@ -382,8 +407,8 @@ bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch batch,
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return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
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} else {
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ElementIndexedQuadWithoutColor 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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@ -395,8 +420,37 @@ bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch batch,
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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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@ -26,7 +26,7 @@ void delete_vertex_buffer(VertexBuffer buffer) {
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}
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void specify_vertex_buffer(VertexBuffer buffer, void *data, size_t bytes) {
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void specify_vertex_buffer(VertexBuffer buffer, void const *data, size_t bytes) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, bytes, data, GL_STREAM_DRAW);
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}
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30
src/rendering/twn_quads.c
Normal file
30
src/rendering/twn_quads.c
Normal file
@ -0,0 +1,30 @@
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#include "twn_draw_c.h"
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#include <stddef.h>
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struct QuadBatch collect_quad_batch(const Primitive2D primitives[], size_t len) {
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if (primitives[0].type == PRIMITIVE_2D_SPRITE)
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return collect_sprite_batch(primitives, len);
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else if (primitives[0].type == PRIMITIVE_2D_RECT)
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return collect_rect_batch(primitives, len);
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else
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SDL_assert(false);
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return (struct QuadBatch){0};
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}
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/* 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)
|
||||
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};
|
||||
}
|
104
src/rendering/twn_rects.c
Normal file
104
src/rendering/twn_rects.c
Normal file
@ -0,0 +1,104 @@
|
||||
#include "twn_draw.h"
|
||||
#include "twn_draw_c.h"
|
||||
#include "twn_engine_context_c.h"
|
||||
#include "twn_util.h"
|
||||
#include "twn_util_c.h"
|
||||
#include "twn_textures_c.h"
|
||||
#include "twn_option.h"
|
||||
|
||||
#include <stb_ds.h>
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stddef.h>
|
||||
|
||||
|
||||
void draw_rectangle(Rect rect, Color color) {
|
||||
RectPrimitive rectangle = {
|
||||
.rect = rect,
|
||||
.color = color,
|
||||
};
|
||||
|
||||
Primitive2D primitive = {
|
||||
.type = PRIMITIVE_2D_RECT,
|
||||
.rect = rectangle,
|
||||
};
|
||||
|
||||
arrput(ctx.render_queue_2d, primitive);
|
||||
}
|
||||
|
||||
|
||||
struct QuadBatch collect_rect_batch(const Primitive2D primitives[], size_t len) {
|
||||
SDL_assert(primitives[0].type == PRIMITIVE_2D_RECT);
|
||||
SDL_assert(primitives && len != 0);
|
||||
|
||||
struct QuadBatch batch = {
|
||||
.mode = primitives[0].rect.color.a == 255 ? TEXTURE_MODE_OPAQUE : TEXTURE_MODE_GHOSTLY,
|
||||
.constant_colored = true,
|
||||
};
|
||||
|
||||
const uint32_t uniform_color = *(const uint32_t *)&primitives[0].rect.color;
|
||||
|
||||
/* batch size is clamped so that reallocated short indices could be used */
|
||||
if (len >= QUAD_ELEMENT_BUFFER_LENGTH)
|
||||
len = QUAD_ELEMENT_BUFFER_LENGTH;
|
||||
|
||||
for (size_t i = 0; i < len; ++i) {
|
||||
const Primitive2D *const current = &primitives[i];
|
||||
|
||||
/* don't touch things other than rectangles */
|
||||
if (current->type != PRIMITIVE_2D_RECT)
|
||||
break;
|
||||
|
||||
/* only collect the same blend modes */
|
||||
if ((current->rect.color.a == 255 ? TEXTURE_MODE_OPAQUE : TEXTURE_MODE_GHOSTLY) != batch.mode)
|
||||
break;
|
||||
|
||||
/* if all are modulated the same we can skip sending the color data */
|
||||
if (*(const uint32_t *)¤t->rect.color != uniform_color)
|
||||
batch.constant_colored = false;
|
||||
|
||||
++batch.size;
|
||||
}
|
||||
|
||||
return batch;
|
||||
}
|
||||
|
||||
|
||||
/* assumes that orthogonal matrix setup is done already */
|
||||
void render_rect_batch(const Primitive2D primitives[],
|
||||
const struct QuadBatch batch)
|
||||
{
|
||||
SDL_assert(primitives && batch.size != 0);
|
||||
SDL_assert(primitives[0].type == PRIMITIVE_2D_RECT);
|
||||
|
||||
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
|
||||
static VertexBuffer vertex_array = 0;
|
||||
if (vertex_array == 0)
|
||||
vertex_array = create_vertex_buffer();
|
||||
|
||||
use_texture_mode(batch.mode);
|
||||
|
||||
/* vertex population over a vertex buffer builder interface */
|
||||
{
|
||||
VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_quad_payload_size(batch) * batch.size);
|
||||
|
||||
for (size_t i = 0; i < batch.size; ++i) {
|
||||
/* render opaques front to back, to gain benefit of an early z rejection */
|
||||
const size_t cur = batch.mode == TEXTURE_MODE_GHOSTLY ? i : batch.size - i - 1;
|
||||
const RectPrimitive rect = primitives[cur].rect;
|
||||
|
||||
Vec2 v0 = { rect.rect.x, rect.rect.y };
|
||||
Vec2 v1 = { rect.rect.x, rect.rect.y + rect.rect.h };
|
||||
Vec2 v2 = { rect.rect.x + rect.rect.w, rect.rect.y + rect.rect.h };
|
||||
Vec2 v3 = { rect.rect.x + rect.rect.w, rect.rect.y };
|
||||
|
||||
push_quad_payload_to_vertex_buffer_builder(
|
||||
batch, &payload,
|
||||
v0, v1, v2, v3,
|
||||
(Vec2){0}, (Vec2){0}, (Vec2){0}, (Vec2){0},
|
||||
rect.color);
|
||||
}
|
||||
}
|
||||
|
||||
finally_render_quads(primitives, batch, vertex_array);
|
||||
}
|
@ -60,15 +60,18 @@ void draw_sprite_args(const DrawSpriteArgs args) {
|
||||
}
|
||||
|
||||
|
||||
struct SpriteBatch collect_sprite_batch(const Primitive2D primitives[], size_t len) {
|
||||
/* assumes that first primitive is already a sprite */
|
||||
struct QuadBatch collect_sprite_batch(const Primitive2D primitives[], size_t len) {
|
||||
SDL_assert(primitives[0].type == PRIMITIVE_2D_SPRITE);
|
||||
SDL_assert(primitives && len != 0);
|
||||
|
||||
const uint16_t texture_key_id = primitives[0].sprite.texture_key.id;
|
||||
const int atlas_id = textures_get_atlas_id(&ctx.texture_cache, primitives[0].sprite.texture_key);
|
||||
|
||||
struct SpriteBatch batch = {
|
||||
struct QuadBatch batch = {
|
||||
.mode = textures_get_mode(&ctx.texture_cache, primitives[0].sprite.texture_key),
|
||||
.constant_colored = true,
|
||||
.repeat = primitives[0].sprite.repeat,
|
||||
.textured = true,
|
||||
};
|
||||
|
||||
const uint32_t uniform_color = *(const uint32_t *)&primitives[0].sprite.color;
|
||||
@ -116,9 +119,12 @@ struct SpriteBatch collect_sprite_batch(const Primitive2D primitives[], size_t l
|
||||
|
||||
|
||||
/* assumes that orthogonal matrix setup is done already */
|
||||
void render_sprites(const Primitive2D primitives[],
|
||||
const struct SpriteBatch batch)
|
||||
void render_sprite_batch(const Primitive2D primitives[],
|
||||
const struct QuadBatch batch)
|
||||
{
|
||||
SDL_assert(primitives && batch.size != 0);
|
||||
SDL_assert(primitives[0].type == PRIMITIVE_2D_SPRITE);
|
||||
|
||||
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
|
||||
static VertexBuffer vertex_array = 0;
|
||||
if (vertex_array == 0)
|
||||
@ -131,10 +137,10 @@ void render_sprites(const Primitive2D primitives[],
|
||||
|
||||
/* vertex population over a vertex buffer builder interface */
|
||||
{
|
||||
VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_sprite_payload_size(batch) * batch.size);
|
||||
VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_quad_payload_size(batch) * batch.size);
|
||||
|
||||
for (size_t i = 0; i < batch.size; ++i) {
|
||||
/* render opaques front to back */
|
||||
/* render opaques front to back, to gain benefit of an early z rejection */
|
||||
const size_t cur = batch.mode == TEXTURE_MODE_GHOSTLY ? i : batch.size - i - 1;
|
||||
const SpritePrimitive sprite = primitives[cur].sprite;
|
||||
|
||||
@ -233,9 +239,9 @@ void render_sprites(const Primitive2D primitives[],
|
||||
v3 = (Vec2){ c.x + t.x * +h.x - t.y * -h.y, c.y + t.y * +h.x + t.x * -h.y };
|
||||
}
|
||||
|
||||
push_sprite_payload_to_vertex_buffer_builder(batch, &payload, v0, v1, v2, v3, uv0, uv1, uv2, uv3, sprite.color);
|
||||
push_quad_payload_to_vertex_buffer_builder(batch, &payload, v0, v1, v2, v3, uv0, uv1, uv2, uv3, sprite.color);
|
||||
}
|
||||
}
|
||||
|
||||
finally_render_sprites(primitives, batch, vertex_array);
|
||||
finally_render_quads(primitives, batch, vertex_array);
|
||||
}
|
||||
|
@ -15,5 +15,6 @@
|
||||
#include "rendering/twn_fog.c"
|
||||
#include "rendering/twn_skybox.c"
|
||||
#include "rendering/twn_sprites.c"
|
||||
#include "rendering/twn_rects.c"
|
||||
#include "rendering/twn_text.c"
|
||||
#include "rendering/twn_triangles.c"
|
||||
|
Loading…
Reference in New Issue
Block a user