rendering.c: batching for sprites (blended vs unblended), separation of rendering submodules; textures.c: textures_get_atlas_id()
This commit is contained in:
132
src/rendering/circles.h
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132
src/rendering/circles.h
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/* a rendering.c mixin */
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#ifndef CIRCLES_H
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#define CIRCLES_H
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#include "../util.h"
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#include "../private/rendering.h"
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#include "../context.h"
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#include <SDL2/SDL.h>
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#include <stb_ds.h>
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#include <stdlib.h>
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void push_circle(t_fvec2 position, float radius, t_color color) {
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struct circle_primitive circle = {
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.radius = radius,
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.color = color,
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.position = position,
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};
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struct primitive_2d primitive = {
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.type = PRIMITIVE_2D_CIRCLE,
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.circle = circle,
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};
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arrput(ctx.render_queue_2d, primitive);
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}
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/* TODO: caching and reuse scheme */
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/* vertices_out and indices_out MUST BE FREED */
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static void create_circle_geometry(t_fvec2 position,
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t_color color,
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float radius,
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size_t num_vertices,
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SDL_Vertex **vertices_out,
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int **indices_out)
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{
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SDL_Vertex *vertices = cmalloc(sizeof *vertices * (num_vertices + 1));
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int *indices = cmalloc(sizeof *indices * (num_vertices * 3));
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/* the angle (in radians) to rotate by on each iteration */
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float seg_rotation_angle = (360.0f / (float)num_vertices) * ((float)M_PI / 180);
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vertices[0].position.x = (float)position.x;
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vertices[0].position.y = (float)position.y;
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vertices[0].color.r = color.r;
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vertices[0].color.g = color.g;
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vertices[0].color.b = color.b;
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vertices[0].color.a = color.a;
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vertices[0].tex_coord = (SDL_FPoint){ 0, 0 };
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/* this point will rotate around the center */
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float start_x = 0.0f - radius;
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float start_y = 0.0f;
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for (size_t i = 1; i < num_vertices + 1; ++i) {
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float final_seg_rotation_angle = (float)i * seg_rotation_angle;
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vertices[i].position.x =
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cosf(final_seg_rotation_angle) * start_x -
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sinf(final_seg_rotation_angle) * start_y;
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vertices[i].position.y =
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cosf(final_seg_rotation_angle) * start_y +
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sinf(final_seg_rotation_angle) * start_x;
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vertices[i].position.x += position.x;
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vertices[i].position.y += position.y;
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vertices[i].color.r = color.r;
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vertices[i].color.g = color.g;
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vertices[i].color.b = color.b;
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vertices[i].color.a = color.a;
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vertices[i].tex_coord = (SDL_FPoint){ 0, 0 };
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size_t triangle_offset = 3 * (i - 1);
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/* center point index */
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indices[triangle_offset] = 0;
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/* generated point index */
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indices[triangle_offset + 1] = (int)i;
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size_t index = (i + 1) % num_vertices;
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if (index == 0)
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index = num_vertices;
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indices[triangle_offset + 2] = (int)index;
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}
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*vertices_out = vertices;
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*indices_out = indices;
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}
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static void render_circle(const struct circle_primitive *circle) {
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SDL_Vertex *vertices = NULL;
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int *indices = NULL;
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int num_vertices = (int)circle->radius;
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create_circle_geometry(circle->position,
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circle->color,
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circle->radius,
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num_vertices,
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&vertices,
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&indices);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2,
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GL_FLOAT,
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sizeof (SDL_Vertex),
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&vertices->position);
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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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sizeof (SDL_Vertex),
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&vertices->color);
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glDrawElements(GL_TRIANGLES,
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num_vertices * 3,
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GL_UNSIGNED_INT,
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indices);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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free(vertices);
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free(indices);
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}
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#endif
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41
src/rendering/quad_element_buffer.h
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41
src/rendering/quad_element_buffer.h
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/* a rendering.c mixin */
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#ifndef QUAD_ELEMENT_BUFFER_H
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#define QUAD_ELEMENT_BUFFER_H
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#include <glad/glad.h>
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#include <stddef.h>
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#define QUAD_ELEMENT_BUFFER_LENGTH (65536 / 6)
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static void bind_quad_element_buffer(void) {
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static GLuint buffer = 0;
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/* it's only generated once at runtime */
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if (buffer == 0) {
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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QUAD_ELEMENT_BUFFER_LENGTH * 6,
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NULL,
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GL_STATIC_DRAW);
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uint16_t *const indices = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER,
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GL_WRITE_ONLY);
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for (uint16_t i = 0; i < QUAD_ELEMENT_BUFFER_LENGTH; ++i) {
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indices[i * 6 + 0] = (uint16_t)(i * 4 + 0);
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indices[i * 6 + 1] = (uint16_t)(i * 4 + 1);
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indices[i * 6 + 2] = (uint16_t)(i * 4 + 2);
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indices[i * 6 + 3] = (uint16_t)(i * 4 + 2);
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indices[i * 6 + 4] = (uint16_t)(i * 4 + 3);
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indices[i * 6 + 5] = (uint16_t)(i * 4 + 0);
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}
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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} else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
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}
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#endif
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220
src/rendering/sprites.h
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220
src/rendering/sprites.h
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/* a rendering.c mixin */
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#ifndef SPRITES_H
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#define SPRITES_H
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#include "../textures.h"
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#include "../rendering.h"
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#include "../context.h"
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#include "quad_element_buffer.h"
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#include <stb_ds.h>
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#include <stdbool.h>
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#include <stddef.h>
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/*
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* an implementation note:
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* try to avoid doing expensive work in the push functions,
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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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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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.color = (t_color) { 255, 255, 255, 255 },
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.rotation = 0.0,
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.texture_key = textures_get_key(&ctx.texture_cache, path),
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.flip_x = false,
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.flip_y = false,
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.blend = true,
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};
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struct primitive_2d primitive = {
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.type = PRIMITIVE_2D_SPRITE,
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.sprite = sprite,
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};
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arrput(ctx.render_queue_2d, primitive);
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}
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void push_sprite_ex(t_frect rect, t_push_sprite_args args) {
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struct sprite_primitive sprite = {
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.rect = rect,
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.color = args.color,
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.rotation = args.rotation,
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.texture_key = textures_get_key(&ctx.texture_cache, args.path),
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.flip_x = args.flip_x,
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.flip_y = args.flip_y,
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.blend = args.blend,
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};
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struct primitive_2d primitive = {
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.type = PRIMITIVE_2D_SPRITE,
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.sprite = sprite,
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};
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arrput(ctx.render_queue_2d, primitive);
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}
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static struct sprite_batch {
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int atlas_id;
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size_t size; /* how many primitives are in current batch */
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bool blend; /* whether it's blended or not */
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} collect_sprite_batch(const struct primitive_2d *primitives, size_t len) {
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/* assumes that first primitive is already a sprite */
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struct sprite_batch result = {
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.atlas_id =
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textures_get_atlas_id(&ctx.texture_cache, primitives[0].sprite.texture_key),
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.blend = primitives[0].sprite.blend,
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};
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/* batch size is clamped so that reallocated short indices could be used */
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if (len >= QUAD_ELEMENT_BUFFER_LENGTH)
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len = QUAD_ELEMENT_BUFFER_LENGTH;
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for (size_t i = 0; i < len; ++i) {
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const struct primitive_2d *const current = &primitives[i];
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/* don't touch things other than sprites */
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if (current->type != PRIMITIVE_2D_SPRITE)
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break;
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/* only collect the same blend modes */
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if (current->sprite.blend != result.blend)
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break;
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/* only collect the same texture atlases */
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if (textures_get_atlas_id(&ctx.texture_cache, current->sprite.texture_key)
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!= result.atlas_id)
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break;
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++result.size;
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}
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return result;
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}
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/* TODO: texture flipping */
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/* assumes that orthogonal matrix setup is done already */
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static void render_sprites(const struct primitive_2d primitives[],
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const size_t len,
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const bool reversed)
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{
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/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
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static GLuint vertex_array = 0;
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if (vertex_array == 0)
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glGenBuffers(1, &vertex_array);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_array);
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glBufferData(GL_ARRAY_BUFFER,
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sizeof (struct sprite_primitive_payload) * len,
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NULL,
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GL_STREAM_DRAW);
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const t_rect srcrect =
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textures_get_srcrect(&ctx.texture_cache, primitives->sprite.texture_key);
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const t_rect dims =
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textures_get_dims(&ctx.texture_cache, primitives->sprite.texture_key);
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/* vertex population over a mapped buffer */
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{
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/* TODO: check errors, ensure alignment ? */
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struct sprite_primitive_payload *const payload =
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glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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for (size_t i = 0; i < len; ++i) {
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const size_t cur = reversed ? len - i - 1: i;
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const struct sprite_primitive sprite = primitives[cur].sprite;
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const float wr = (float)srcrect.w / (float)dims.w;
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const float hr = (float)srcrect.h / (float)dims.h;
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const float xr = (float)srcrect.x / (float)dims.w;
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const float yr = (float)srcrect.y / (float)dims.h;
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payload[i] = (struct sprite_primitive_payload) {
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/* upper-left */
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.v0 = {
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sprite.rect.x,
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sprite.rect.y },
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.uv0 = {
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xr,
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yr, },
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/* bottom-left */
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.v1 = {
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(sprite.rect.x),
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(sprite.rect.y + sprite.rect.h) },
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.uv1 = {
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xr,
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yr + hr, },
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/* bottom-right */
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.v2 = {
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(sprite.rect.x + sprite.rect.w),
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(sprite.rect.y + sprite.rect.h) },
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.uv2 = {
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xr + wr,
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yr + hr, },
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/* upper-right */
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.v3 = {
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(sprite.rect.x + sprite.rect.w),
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(sprite.rect.y) },
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.uv3 = {
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xr + wr,
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yr, },
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/* equal for all (flat shaded) */
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.c0 = sprite.color,
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.c1 = sprite.color,
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.c2 = sprite.color,
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.c3 = sprite.color,
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};
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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/* vertex specification */
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2,
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GL_FLOAT,
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offsetof(struct sprite_primitive_payload, v1),
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(void *)offsetof(struct sprite_primitive_payload, v0));
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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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offsetof(struct sprite_primitive_payload, v1),
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(void *)offsetof(struct sprite_primitive_payload, uv0));
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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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offsetof(struct sprite_primitive_payload, v1),
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(void *)offsetof(struct sprite_primitive_payload, c0));
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textures_bind(&ctx.texture_cache, primitives->sprite.texture_key, GL_TEXTURE_2D);
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bind_quad_element_buffer();
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glDrawElements(GL_TRIANGLES, 6 * (GLsizei)len, 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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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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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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#endif
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117
src/rendering/triangles.h
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117
src/rendering/triangles.h
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@ -0,0 +1,117 @@
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/* a rendering.c mixin */
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#ifndef TRIANGLES_H
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#define TRIANGLES_H
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#include "../textures.h"
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#include "../context.h"
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#include <stb_ds.h>
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/* TODO: automatic handling of repeating textures */
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/* for that we could allocate a loner texture */
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void unfurl_triangle(const char *path,
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t_fvec3 v0,
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t_fvec3 v1,
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t_fvec3 v2,
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t_shvec2 uv0,
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t_shvec2 uv1,
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t_shvec2 uv2)
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{
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const t_texture_key texture_key = textures_get_key(&ctx.texture_cache, path);
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struct mesh_batch_item *batch_p = hmgetp_null(ctx.uncolored_mesh_batches, texture_key);
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if (!batch_p) {
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struct mesh_batch item = {0};
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hmput(ctx.uncolored_mesh_batches, texture_key, item);
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batch_p = &ctx.uncolored_mesh_batches[hmlenu(ctx.uncolored_mesh_batches) - 1]; /* TODO: can last index be used? */
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}
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union uncolored_space_triangle triangle = { .primitive = {
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.v0 = v0,
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.v1 = v1,
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.v2 = v2,
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.uv1 = m_to_fvec2(uv1),
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.uv0 = m_to_fvec2(uv0),
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.uv2 = m_to_fvec2(uv2),
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}};
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union uncolored_space_triangle *triangles =
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(union uncolored_space_triangle *)batch_p->value.primitives;
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arrpush(triangles, triangle);
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batch_p->value.primitives = (uint8_t *)triangles;
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}
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static void draw_uncolored_space_traingle_batch(struct mesh_batch *batch,
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t_texture_key texture_key)
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{
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size_t primitives_len = arrlenu(batch->primitives);
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if (primitives_len == 0)
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return;
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/* create vertex array object */
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if (batch->buffer == 0)
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glGenBuffers(1, &batch->buffer);
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/* TODO: try using mapped buffers while building batches instead? */
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/* this way we could skip client side copy that is kept until commitment */
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/* alternatively we could commit glBufferSubData based on a threshold */
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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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struct uncolored_space_triangle_payload *payload =
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&((union uncolored_space_triangle *)batch->primitives)[i].payload;
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t_rect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
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t_rect dims = textures_get_dims(&ctx.texture_cache, texture_key);
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const float wr = (float)srcrect.w / (float)dims.w;
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const float hr = (float)srcrect.h / (float)dims.h;
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const float xr = (float)srcrect.x / (float)dims.w;
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const float yr = (float)srcrect.y / (float)dims.h;
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payload->uv0.x = xr + ((float)payload->uv0.x / (float)srcrect.w) * wr;
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payload->uv0.y = yr + ((float)payload->uv0.y / (float)srcrect.h) * hr;
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payload->uv1.x = xr + ((float)payload->uv1.x / (float)srcrect.w) * wr;
|
||||
payload->uv1.y = yr + ((float)payload->uv1.y / (float)srcrect.h) * hr;
|
||||
payload->uv2.x = xr + ((float)payload->uv2.x / (float)srcrect.w) * wr;
|
||||
payload->uv2.y = yr + ((float)payload->uv2.y / (float)srcrect.h) * hr;
|
||||
}
|
||||
|
||||
textures_bind(&ctx.texture_cache, texture_key, GL_TEXTURE_2D);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, batch->buffer);
|
||||
|
||||
/* upload batched data */
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
primitives_len * sizeof (struct uncolored_space_triangle_payload),
|
||||
batch->primitives,
|
||||
GL_STREAM_DRAW);
|
||||
|
||||
/* vertex specification*/
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3,
|
||||
GL_FLOAT,
|
||||
offsetof(struct uncolored_space_triangle_payload, v1),
|
||||
(void *)offsetof(struct uncolored_space_triangle_payload, v0));
|
||||
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glTexCoordPointer(2,
|
||||
GL_FLOAT,
|
||||
offsetof(struct uncolored_space_triangle_payload, v1),
|
||||
(void *)offsetof(struct uncolored_space_triangle_payload, uv0));
|
||||
|
||||
/* commit for drawing */
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * (int)primitives_len);
|
||||
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
/* invalidate the buffer immediately */
|
||||
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user