rendering.c: correct-er order and settings of of 2d and 3d
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@ -165,11 +165,12 @@ static bool initialize(void) {
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return false;
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}
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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/* init got far enough to create a window */
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ctx.window = SDL_CreateWindow("emerald",
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@ -192,6 +193,7 @@ static bool initialize(void) {
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}
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SDL_GL_MakeCurrent(ctx.window, ctx.gl_context);
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SDL_GL_SetSwapInterval(1);
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int glad_status = gladLoadGL();
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if (glad_status == 0) {
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@ -86,16 +86,19 @@ static void render_2d(void) {
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collect_sprite_batch(current, render_queue_len - i);
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if (batch.blend) {
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glDisable(GL_ALPHA_TEST);
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render_sprites(current, batch.size, false);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthRange((double)batch_count / 65536, 1.0);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glDepthRange((double)batch_count / UINT16_MAX, 1.0);
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glDisable(GL_ALPHA_TEST);
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render_sprites(current, batch.size, true);
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}
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@ -167,6 +170,16 @@ void render(void) {
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GL_DEPTH_BUFFER_BIT |
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GL_STENCIL_BUFFER_BIT);
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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render_space();
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}
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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@ -178,15 +191,5 @@ void render(void) {
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render_2d();
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}
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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render_space();
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}
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SDL_GL_SwapWindow(ctx.window);
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}
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@ -18,7 +18,8 @@
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* because they will be called multiple times in the main loop
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* before anything is really rendered
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*/
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/* sprite */
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/* TODO: it might make sense to infer alpha channel presence / meaningfulness for textures in atlas */
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/* so that they are rendered with no blend / batched in a way to reduce overdraw automatically */
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void push_sprite(char *path, t_frect rect) {
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struct sprite_primitive sprite = {
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.rect = rect,
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