rendering.c: batching for sprites (blended vs unblended), separation of rendering submodules; textures.c: textures_get_atlas_id()

This commit is contained in:
veclav talica 2024-07-27 15:10:19 +03:00
parent 32b83d68ac
commit dfde000a3a
9 changed files with 609 additions and 356 deletions

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@ -13,11 +13,33 @@
struct sprite_primitive {
t_frect rect;
t_color color;
double rotation;
SDL_BlendMode blend_mode;
float rotation;
t_texture_key texture_key;
bool flip_x;
bool flip_y;
bool blend; /* must be explicitly stated, textures having alpha channel isn't enough */
};
/* interleaved vertex array data */
/* TODO: use int16_t for uvs */
/* TODO: int16_t could be used for positioning, but we would need to have more CPU calcs */
struct sprite_primitive_payload {
/* upper-left */
t_fvec2 v0;
t_fvec2 uv0;
t_color c0;
/* bottom-left */
t_fvec2 v1;
t_fvec2 uv1;
t_color c1;
/* bottom-right */
t_fvec2 v2;
t_fvec2 uv2;
t_color c2;
/* upper-right */
t_fvec2 v3;
t_fvec2 uv3;
t_color c3;
};
struct rect_primitive {

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@ -1,16 +1,17 @@
#include "private/rendering.h"
#include "rendering/sprites.h"
#include "rendering/triangles.h"
#include "rendering/circles.h"
#include "context.h"
#include "textures.h"
#include <SDL2/SDL.h>
#include <stb_ds.h>
#include <glad/glad.h>
#include <stb_ds.h>
#include <stddef.h>
#include <stdlib.h>
#include <tgmath.h>
/* http://www.swiftless.com/opengltuts.html */
void render_queue_clear(void) {
/* since i don't intend to free the queues, */
@ -23,53 +24,6 @@ void render_queue_clear(void) {
}
/*
* an implementation note:
* try to avoid doing expensive work in the push functions,
* because they will be called multiple times in the main loop
* before anything is really rendered
*/
/* sprite */
void push_sprite(char *path, t_frect rect) {
struct sprite_primitive sprite = {
.rect = rect,
.color = (t_color) { 255, 255, 255, 255 },
.rotation = 0.0,
.blend_mode = SDL_BLENDMODE_BLEND,
.texture_key = textures_get_key(&ctx.texture_cache, path),
.flip_x = false,
.flip_y = false,
};
struct primitive_2d primitive = {
.type = PRIMITIVE_2D_SPRITE,
.sprite = sprite,
};
arrput(ctx.render_queue_2d, primitive);
}
void push_sprite_ex(t_frect rect, t_push_sprite_args args) {
struct sprite_primitive sprite = {
.rect = rect,
.color = args.color,
.rotation = args.rotation,
.blend_mode = args.blend_mode,
.texture_key = textures_get_key(&ctx.texture_cache, args.path),
.flip_x = args.flip_x,
.flip_y = args.flip_y,
};
struct primitive_2d primitive = {
.type = PRIMITIVE_2D_SPRITE,
.sprite = sprite,
};
arrput(ctx.render_queue_2d, primitive);
}
/* rectangle */
void push_rectangle(t_frect rect, t_color color) {
struct rect_primitive rectangle = {
@ -86,58 +40,6 @@ void push_rectangle(t_frect rect, t_color color) {
}
/* circle */
void push_circle(t_fvec2 position, float radius, t_color color) {
struct circle_primitive circle = {
.radius = radius,
.color = color,
.position = position,
};
struct primitive_2d primitive = {
.type = PRIMITIVE_2D_CIRCLE,
.circle = circle,
};
arrput(ctx.render_queue_2d, primitive);
}
/* TODO: automatic handling of repeating textures */
/* for that we could allocate a loner texture */
void unfurl_triangle(const char *path,
t_fvec3 v0,
t_fvec3 v1,
t_fvec3 v2,
t_shvec2 uv0,
t_shvec2 uv1,
t_shvec2 uv2)
{
const t_texture_key texture_key = textures_get_key(&ctx.texture_cache, path);
struct mesh_batch_item *batch_p = hmgetp_null(ctx.uncolored_mesh_batches, texture_key);
if (!batch_p) {
struct mesh_batch item = {0};
hmput(ctx.uncolored_mesh_batches, texture_key, item);
batch_p = &ctx.uncolored_mesh_batches[hmlenu(ctx.uncolored_mesh_batches) - 1]; /* TODO: can last index be used? */
}
union uncolored_space_triangle triangle = { .primitive = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.uv1 = m_to_fvec2(uv1),
.uv0 = m_to_fvec2(uv0),
.uv2 = m_to_fvec2(uv2),
}};
union uncolored_space_triangle *triangles =
(union uncolored_space_triangle *)batch_p->value.primitives;
arrpush(triangles, triangle);
batch_p->value.primitives = (uint8_t *)triangles;
}
static void upload_quad_vertices(t_frect rect) {
/* client memory needs to be reachable on glDraw*, so */
static float vertices[6 * 2];
@ -153,51 +55,7 @@ static void upload_quad_vertices(t_frect rect) {
}
/* TODO: texture flipping */
/* assumes that orthogonal matrix setup is done already */
static void render_sprite(struct sprite_primitive *sprite) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
textures_bind(&ctx.texture_cache, sprite->texture_key, GL_TEXTURE_2D);
t_rect srcrect = textures_get_srcrect(&ctx.texture_cache, sprite->texture_key);
t_rect dims = textures_get_dims(&ctx.texture_cache, sprite->texture_key);
glTexCoordPointer(2,
GL_FLOAT,
0,
/* TODO: try using shorts */
(void *)(float[6 * 2]) {
(float)srcrect.x / (float)dims.w,
(float)srcrect.y / (float)dims.h,
(float)srcrect.x / (float)dims.w,
(float)(srcrect.y + srcrect.h) / (float)dims.h,
(float)(srcrect.x + srcrect.w) / (float)dims.w,
(float)(srcrect.y + srcrect.h) / (float)dims.h,
(float)(srcrect.x + srcrect.w) / (float)dims.w,
(float)(srcrect.y + srcrect.h) / (float)dims.h,
(float)(srcrect.x + srcrect.w) / (float)dims.w,
(float)srcrect.y / (float)dims.h,
(float)srcrect.x / (float)dims.w,
(float)srcrect.y / (float)dims.h });
glColor4ub(sprite->color.r, sprite->color.g, sprite->color.b, sprite->color.a);
// SDL_SetTextureBlendMode(texture, sprite->blend_mode);
glEnableClientState(GL_VERTEX_ARRAY);
upload_quad_vertices(sprite->rect);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
}
static void render_rectangle(struct rect_primitive *rectangle) {
static void render_rectangle(const struct rect_primitive *rectangle) {
glColor4ub(rectangle->color.r, rectangle->color.g,
rectangle->color.b, rectangle->color.a);
@ -209,116 +67,42 @@ static void render_rectangle(struct rect_primitive *rectangle) {
}
/* vertices_out and indices_out MUST BE FREED */
static void create_circle_geometry(t_fvec2 position,
t_color color,
float radius,
size_t num_vertices,
SDL_Vertex **vertices_out,
int **indices_out)
{
SDL_Vertex *vertices = cmalloc(sizeof *vertices * (num_vertices + 1));
int *indices = cmalloc(sizeof *indices * (num_vertices * 3));
/* the angle (in radians) to rotate by on each iteration */
float seg_rotation_angle = (360.0f / (float)num_vertices) * ((float)M_PI / 180);
vertices[0].position.x = (float)position.x;
vertices[0].position.y = (float)position.y;
vertices[0].color.r = color.r;
vertices[0].color.g = color.g;
vertices[0].color.b = color.b;
vertices[0].color.a = color.a;
vertices[0].tex_coord = (SDL_FPoint){ 0, 0 };
/* this point will rotate around the center */
float start_x = 0.0f - radius;
float start_y = 0.0f;
for (size_t i = 1; i < num_vertices + 1; ++i) {
float final_seg_rotation_angle = (float)i * seg_rotation_angle;
vertices[i].position.x =
cos(final_seg_rotation_angle) * start_x -
sin(final_seg_rotation_angle) * start_y;
vertices[i].position.y =
cos(final_seg_rotation_angle) * start_y +
sin(final_seg_rotation_angle) * start_x;
vertices[i].position.x += position.x;
vertices[i].position.y += position.y;
vertices[i].color.r = color.r;
vertices[i].color.g = color.g;
vertices[i].color.b = color.b;
vertices[i].color.a = color.a;
vertices[i].tex_coord = (SDL_FPoint){ 0, 0 };
size_t triangle_offset = 3 * (i - 1);
/* center point index */
indices[triangle_offset] = 0;
/* generated point index */
indices[triangle_offset + 1] = (int)i;
size_t index = (i + 1) % num_vertices;
if (index == 0)
index = num_vertices;
indices[triangle_offset + 2] = (int)index;
}
*vertices_out = vertices;
*indices_out = indices;
}
static void render_circle(struct circle_primitive *circle) {
SDL_Vertex *vertices = NULL;
int *indices = NULL;
int num_vertices = (int)circle->radius;
create_circle_geometry(circle->position,
circle->color,
circle->radius,
num_vertices,
&vertices,
&indices);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
sizeof (SDL_Vertex),
&vertices->position);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,
GL_UNSIGNED_BYTE,
sizeof (SDL_Vertex),
&vertices->color);
glDrawElements(GL_TRIANGLES,
num_vertices * 3,
GL_UNSIGNED_INT,
indices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
free(vertices);
free(indices);
}
static void render_2d(void) {
for (size_t i = 0; i < arrlenu(ctx.render_queue_2d); ++i) {
struct primitive_2d *current = &ctx.render_queue_2d[i];
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_CULL_FACE);
glDepthFunc(GL_LESS);
const size_t render_queue_len = arrlenu(ctx.render_queue_2d);
size_t batch_count = 0;
for (size_t i = 0; i < render_queue_len; ++i) {
const struct primitive_2d *current = &ctx.render_queue_2d[i];
switch (current->type) {
case PRIMITIVE_2D_SPRITE:
render_sprite(&current->sprite);
case PRIMITIVE_2D_SPRITE: {
const struct sprite_batch batch =
collect_sprite_batch(current, render_queue_len - i);
if (batch.blend) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
render_sprites(current, batch.size, false);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthRange((double)batch_count / 65536, 1.0);
glDisable(GL_BLEND);
render_sprites(current, batch.size, true);
}
i += batch.size - 1; ++batch_count;
break;
}
case PRIMITIVE_2D_RECT:
render_rectangle(&current->rect);
break;
@ -330,80 +114,13 @@ static void render_2d(void) {
}
static void draw_uncolored_space_traingle_batch(struct mesh_batch *batch,
t_texture_key texture_key)
{
size_t primitives_len = arrlenu(batch->primitives);
if (primitives_len == 0)
return;
/* create vertex array object */
if (batch->buffer == 0)
glGenBuffers(1, &batch->buffer);
/* TODO: try using mapped buffers while building batches instead? */
/* this way we could skip client side copy that is kept until commitment */
/* alternatively we could commit glBufferSubData based on a threshold */
/* update pixel-based uvs to correspond with texture atlases */
for (size_t i = 0; i < primitives_len; ++i) {
struct uncolored_space_triangle_payload *payload =
&((union uncolored_space_triangle *)batch->primitives)[i].payload;
t_rect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
t_rect dims = textures_get_dims(&ctx.texture_cache, texture_key);
const float wr = (float)srcrect.w / (float)dims.w;
const float hr = (float)srcrect.h / (float)dims.h;
const float xr = (float)srcrect.x / (float)dims.w;
const float yr = (float)srcrect.y / (float)dims.h;
payload->uv0.x = xr + ((float)payload->uv0.x / (float)srcrect.w) * wr;
payload->uv0.y = yr + ((float)payload->uv0.y / (float)srcrect.h) * hr;
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);
}
static void render_space(void) {
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
@ -420,6 +137,7 @@ static void render_space(void) {
void render(void) {
textures_update_atlas(&ctx.texture_cache);
/* TODO: only do this when needed */
/* fit rendering context onto the resizable screen */
if ((float)ctx.window_w / (float)ctx.window_h > RENDER_BASE_RATIO) {
float ratio = (float)ctx.window_h / (float)RENDER_BASE_HEIGHT;
@ -441,9 +159,6 @@ void render(void) {
);
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_ALPHA_TEST);
glClearColor((1.0f / 255) * 230,
(1.0f / 255) * 230,
(1.0f / 255) * 230, 1);
@ -453,11 +168,6 @@ void render(void) {
GL_STENCIL_BUFFER_BIT);
{
glDisable(GL_CULL_FACE);
glDepthFunc(GL_ALWAYS); /* fill depth buffer with ones, 2d view is always in front */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, RENDER_BASE_WIDTH, RENDER_BASE_HEIGHT, 0, -1, 1);
@ -465,8 +175,6 @@ void render(void) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
render_2d();
}
@ -477,12 +185,6 @@ void render(void) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_CULL_FACE);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* TODO: use depth test to optimize gui regions away */
render_space();
}

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@ -10,10 +10,10 @@
typedef struct push_sprite_args {
char *path;
t_color color;
double rotation;
SDL_BlendMode blend_mode;
float rotation;
bool flip_x;
bool flip_y;
bool blend;
} t_push_sprite_args;
/* clears all render queues */

132
src/rendering/circles.h Normal file
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@ -0,0 +1,132 @@
/* a rendering.c mixin */
#ifndef CIRCLES_H
#define CIRCLES_H
#include "../util.h"
#include "../private/rendering.h"
#include "../context.h"
#include <SDL2/SDL.h>
#include <stb_ds.h>
#include <stdlib.h>
void push_circle(t_fvec2 position, float radius, t_color color) {
struct circle_primitive circle = {
.radius = radius,
.color = color,
.position = position,
};
struct primitive_2d primitive = {
.type = PRIMITIVE_2D_CIRCLE,
.circle = circle,
};
arrput(ctx.render_queue_2d, primitive);
}
/* TODO: caching and reuse scheme */
/* vertices_out and indices_out MUST BE FREED */
static void create_circle_geometry(t_fvec2 position,
t_color color,
float radius,
size_t num_vertices,
SDL_Vertex **vertices_out,
int **indices_out)
{
SDL_Vertex *vertices = cmalloc(sizeof *vertices * (num_vertices + 1));
int *indices = cmalloc(sizeof *indices * (num_vertices * 3));
/* the angle (in radians) to rotate by on each iteration */
float seg_rotation_angle = (360.0f / (float)num_vertices) * ((float)M_PI / 180);
vertices[0].position.x = (float)position.x;
vertices[0].position.y = (float)position.y;
vertices[0].color.r = color.r;
vertices[0].color.g = color.g;
vertices[0].color.b = color.b;
vertices[0].color.a = color.a;
vertices[0].tex_coord = (SDL_FPoint){ 0, 0 };
/* this point will rotate around the center */
float start_x = 0.0f - radius;
float start_y = 0.0f;
for (size_t i = 1; i < num_vertices + 1; ++i) {
float final_seg_rotation_angle = (float)i * seg_rotation_angle;
vertices[i].position.x =
cosf(final_seg_rotation_angle) * start_x -
sinf(final_seg_rotation_angle) * start_y;
vertices[i].position.y =
cosf(final_seg_rotation_angle) * start_y +
sinf(final_seg_rotation_angle) * start_x;
vertices[i].position.x += position.x;
vertices[i].position.y += position.y;
vertices[i].color.r = color.r;
vertices[i].color.g = color.g;
vertices[i].color.b = color.b;
vertices[i].color.a = color.a;
vertices[i].tex_coord = (SDL_FPoint){ 0, 0 };
size_t triangle_offset = 3 * (i - 1);
/* center point index */
indices[triangle_offset] = 0;
/* generated point index */
indices[triangle_offset + 1] = (int)i;
size_t index = (i + 1) % num_vertices;
if (index == 0)
index = num_vertices;
indices[triangle_offset + 2] = (int)index;
}
*vertices_out = vertices;
*indices_out = indices;
}
static void render_circle(const struct circle_primitive *circle) {
SDL_Vertex *vertices = NULL;
int *indices = NULL;
int num_vertices = (int)circle->radius;
create_circle_geometry(circle->position,
circle->color,
circle->radius,
num_vertices,
&vertices,
&indices);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
sizeof (SDL_Vertex),
&vertices->position);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,
GL_UNSIGNED_BYTE,
sizeof (SDL_Vertex),
&vertices->color);
glDrawElements(GL_TRIANGLES,
num_vertices * 3,
GL_UNSIGNED_INT,
indices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
free(vertices);
free(indices);
}
#endif

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@ -0,0 +1,41 @@
/* a rendering.c mixin */
#ifndef QUAD_ELEMENT_BUFFER_H
#define QUAD_ELEMENT_BUFFER_H
#include <glad/glad.h>
#include <stddef.h>
#define QUAD_ELEMENT_BUFFER_LENGTH (65536 / 6)
static void bind_quad_element_buffer(void) {
static GLuint buffer = 0;
/* it's only generated once at runtime */
if (buffer == 0) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
QUAD_ELEMENT_BUFFER_LENGTH * 6,
NULL,
GL_STATIC_DRAW);
uint16_t *const indices = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER,
GL_WRITE_ONLY);
for (uint16_t i = 0; i < QUAD_ELEMENT_BUFFER_LENGTH; ++i) {
indices[i * 6 + 0] = (uint16_t)(i * 4 + 0);
indices[i * 6 + 1] = (uint16_t)(i * 4 + 1);
indices[i * 6 + 2] = (uint16_t)(i * 4 + 2);
indices[i * 6 + 3] = (uint16_t)(i * 4 + 2);
indices[i * 6 + 4] = (uint16_t)(i * 4 + 3);
indices[i * 6 + 5] = (uint16_t)(i * 4 + 0);
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
} else
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
}
#endif

220
src/rendering/sprites.h Normal file
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@ -0,0 +1,220 @@
/* a rendering.c mixin */
#ifndef SPRITES_H
#define SPRITES_H
#include "../textures.h"
#include "../rendering.h"
#include "../context.h"
#include "quad_element_buffer.h"
#include <stb_ds.h>
#include <stdbool.h>
#include <stddef.h>
/*
* an implementation note:
* try to avoid doing expensive work in the push functions,
* because they will be called multiple times in the main loop
* before anything is really rendered
*/
/* sprite */
void push_sprite(char *path, t_frect rect) {
struct sprite_primitive sprite = {
.rect = rect,
.color = (t_color) { 255, 255, 255, 255 },
.rotation = 0.0,
.texture_key = textures_get_key(&ctx.texture_cache, path),
.flip_x = false,
.flip_y = false,
.blend = true,
};
struct primitive_2d primitive = {
.type = PRIMITIVE_2D_SPRITE,
.sprite = sprite,
};
arrput(ctx.render_queue_2d, primitive);
}
void push_sprite_ex(t_frect rect, t_push_sprite_args args) {
struct sprite_primitive sprite = {
.rect = rect,
.color = args.color,
.rotation = args.rotation,
.texture_key = textures_get_key(&ctx.texture_cache, args.path),
.flip_x = args.flip_x,
.flip_y = args.flip_y,
.blend = args.blend,
};
struct primitive_2d primitive = {
.type = PRIMITIVE_2D_SPRITE,
.sprite = sprite,
};
arrput(ctx.render_queue_2d, primitive);
}
static struct sprite_batch {
int atlas_id;
size_t size; /* how many primitives are in current batch */
bool blend; /* whether it's blended or not */
} collect_sprite_batch(const struct primitive_2d *primitives, size_t len) {
/* assumes that first primitive is already a sprite */
struct sprite_batch result = {
.atlas_id =
textures_get_atlas_id(&ctx.texture_cache, primitives[0].sprite.texture_key),
.blend = primitives[0].sprite.blend,
};
/* 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 struct primitive_2d *const current = &primitives[i];
/* don't touch things other than sprites */
if (current->type != PRIMITIVE_2D_SPRITE)
break;
/* only collect the same blend modes */
if (current->sprite.blend != result.blend)
break;
/* only collect the same texture atlases */
if (textures_get_atlas_id(&ctx.texture_cache, current->sprite.texture_key)
!= result.atlas_id)
break;
++result.size;
}
return result;
}
/* TODO: texture flipping */
/* assumes that orthogonal matrix setup is done already */
static void render_sprites(const struct primitive_2d primitives[],
const size_t len,
const bool reversed)
{
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
static GLuint vertex_array = 0;
if (vertex_array == 0)
glGenBuffers(1, &vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, vertex_array);
glBufferData(GL_ARRAY_BUFFER,
sizeof (struct sprite_primitive_payload) * len,
NULL,
GL_STREAM_DRAW);
const t_rect srcrect =
textures_get_srcrect(&ctx.texture_cache, primitives->sprite.texture_key);
const t_rect dims =
textures_get_dims(&ctx.texture_cache, primitives->sprite.texture_key);
/* vertex population over a mapped buffer */
{
/* TODO: check errors, ensure alignment ? */
struct sprite_primitive_payload *const payload =
glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
for (size_t i = 0; i < len; ++i) {
const size_t cur = reversed ? len - i - 1: i;
const struct sprite_primitive sprite = primitives[cur].sprite;
const float wr = (float)srcrect.w / (float)dims.w;
const float hr = (float)srcrect.h / (float)dims.h;
const float xr = (float)srcrect.x / (float)dims.w;
const float yr = (float)srcrect.y / (float)dims.h;
payload[i] = (struct sprite_primitive_payload) {
/* upper-left */
.v0 = {
sprite.rect.x,
sprite.rect.y },
.uv0 = {
xr,
yr, },
/* bottom-left */
.v1 = {
(sprite.rect.x),
(sprite.rect.y + sprite.rect.h) },
.uv1 = {
xr,
yr + hr, },
/* bottom-right */
.v2 = {
(sprite.rect.x + sprite.rect.w),
(sprite.rect.y + sprite.rect.h) },
.uv2 = {
xr + wr,
yr + hr, },
/* upper-right */
.v3 = {
(sprite.rect.x + sprite.rect.w),
(sprite.rect.y) },
.uv3 = {
xr + wr,
yr, },
/* equal for all (flat shaded) */
.c0 = sprite.color,
.c1 = sprite.color,
.c2 = sprite.color,
.c3 = sprite.color,
};
}
glUnmapBuffer(GL_ARRAY_BUFFER);
}
/* vertex specification */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
offsetof(struct sprite_primitive_payload, v1),
(void *)offsetof(struct sprite_primitive_payload, v0));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
offsetof(struct sprite_primitive_payload, v1),
(void *)offsetof(struct sprite_primitive_payload, uv0));
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,
GL_UNSIGNED_BYTE,
offsetof(struct sprite_primitive_payload, v1),
(void *)offsetof(struct sprite_primitive_payload, c0));
textures_bind(&ctx.texture_cache, primitives->sprite.texture_key, GL_TEXTURE_2D);
bind_quad_element_buffer();
glDrawElements(GL_TRIANGLES, 6 * (GLsizei)len, GL_UNSIGNED_SHORT, NULL);
/* clear the state */
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
#endif

117
src/rendering/triangles.h Normal file
View File

@ -0,0 +1,117 @@
/* a rendering.c mixin */
#ifndef TRIANGLES_H
#define TRIANGLES_H
#include "../textures.h"
#include "../context.h"
#include <stb_ds.h>
/* TODO: automatic handling of repeating textures */
/* for that we could allocate a loner texture */
void unfurl_triangle(const char *path,
t_fvec3 v0,
t_fvec3 v1,
t_fvec3 v2,
t_shvec2 uv0,
t_shvec2 uv1,
t_shvec2 uv2)
{
const t_texture_key texture_key = textures_get_key(&ctx.texture_cache, path);
struct mesh_batch_item *batch_p = hmgetp_null(ctx.uncolored_mesh_batches, texture_key);
if (!batch_p) {
struct mesh_batch item = {0};
hmput(ctx.uncolored_mesh_batches, texture_key, item);
batch_p = &ctx.uncolored_mesh_batches[hmlenu(ctx.uncolored_mesh_batches) - 1]; /* TODO: can last index be used? */
}
union uncolored_space_triangle triangle = { .primitive = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.uv1 = m_to_fvec2(uv1),
.uv0 = m_to_fvec2(uv0),
.uv2 = m_to_fvec2(uv2),
}};
union uncolored_space_triangle *triangles =
(union uncolored_space_triangle *)batch_p->value.primitives;
arrpush(triangles, triangle);
batch_p->value.primitives = (uint8_t *)triangles;
}
static void draw_uncolored_space_traingle_batch(struct mesh_batch *batch,
t_texture_key texture_key)
{
size_t primitives_len = arrlenu(batch->primitives);
if (primitives_len == 0)
return;
/* create vertex array object */
if (batch->buffer == 0)
glGenBuffers(1, &batch->buffer);
/* TODO: try using mapped buffers while building batches instead? */
/* this way we could skip client side copy that is kept until commitment */
/* alternatively we could commit glBufferSubData based on a threshold */
/* update pixel-based uvs to correspond with texture atlases */
for (size_t i = 0; i < primitives_len; ++i) {
struct uncolored_space_triangle_payload *payload =
&((union uncolored_space_triangle *)batch->primitives)[i].payload;
t_rect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
t_rect dims = textures_get_dims(&ctx.texture_cache, texture_key);
const float wr = (float)srcrect.w / (float)dims.w;
const float hr = (float)srcrect.h / (float)dims.h;
const float xr = (float)srcrect.x / (float)dims.w;
const float yr = (float)srcrect.y / (float)dims.h;
payload->uv0.x = xr + ((float)payload->uv0.x / (float)srcrect.w) * wr;
payload->uv0.y = yr + ((float)payload->uv0.y / (float)srcrect.h) * hr;
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

View File

@ -307,12 +307,12 @@ static t_texture_key textures_load(struct texture_cache *cache, const char *path
upload_texture_from_surface(new_texture.loner_texture, surface);
new_texture.srcrect = (t_rect) { .w = surface->w, .h = surface->h };
shput(cache->hash, path, new_texture);
return (t_texture_key){ (int)shgeti(cache->hash, path) };
return (t_texture_key){ shgeti(cache->hash, path) };
} else {
new_texture.atlas_index = cache->atlas_index;
shput(cache->hash, path, new_texture);
cache->is_dirty = true;
return (t_texture_key){ (int)shgeti(cache->hash, path) };
return (t_texture_key){ shgeti(cache->hash, path) };
}
}
@ -357,7 +357,7 @@ void textures_update_atlas(struct texture_cache *cache) {
recreate_current_atlas_texture(cache);
cache->is_dirty = false;
arrfree(rects);
}
@ -371,24 +371,27 @@ extern const char stop_rodata_heuristic[];
asm(".set start_rodata_address, .rodata");
asm(".set stop_rodata_heuristic, .data"); /* there's nothing in default linker script to know the size of .rodata */
/* TODO: it might be better to contruct a new table that hashes pointers, not strings, to texture keys */
/* this way every used texture will benefit, no matter the order of commission */
t_texture_key textures_get_key(struct texture_cache *cache, const char *path) {
static const char *last_path = NULL;
static t_texture_key last_texture;
/* fast path */
if (path == last_path && path >= start_rodata_address && path < stop_rodata_heuristic)
if (path == last_path)
return last_texture;
/* hash tables are assumed to be stable, so we just return indices */
int texture = (int)shgeti(cache->hash, path);
ptrdiff_t texture = shgeti(cache->hash, path);
/* load it if it isn't */
if (texture == -1) {
last_texture = textures_load(cache, path);
} else
last_texture = (t_texture_key){ texture };
last_texture = (t_texture_key){ (uint16_t)texture };
last_path = path;
if (path >= start_rodata_address && path < stop_rodata_heuristic)
last_path = path;
return last_texture;
}
@ -402,11 +405,24 @@ t_texture_key textures_get_key(struct texture_cache *cache, const char *path) {
if (texture == -1) {
return textures_load(cache, path);
} else
return (t_texture_key){ (int)texture };
return (t_texture_key){ (uint16_t)texture };
}
#endif /* generic implementation of textures_get_key() */
int32_t textures_get_atlas_id(const struct texture_cache *cache, t_texture_key key) {
if (m_texture_key_is_valid(key)) {
if (cache->hash[key.id].value.loner_texture != 0)
return -cache->hash[key.id].value.loner_texture;
else
return cache->hash[key.id].value.atlas_index;
} else {
CRY("Texture lookup failed.",
"Tried to get atlas id that isn't loaded.");
return 0;
}
}
t_rect textures_get_srcrect(const struct texture_cache *cache, t_texture_key key) {
if (m_texture_key_is_valid(key)) {
return cache->hash[key.id].value.srcrect;

View File

@ -8,10 +8,10 @@
#include <glad/glad.h>
/* type safe structure for persistent texture handles */
typedef struct { int id; } t_texture_key;
typedef struct { uint16_t id; } t_texture_key;
/* tests whether given key structure corresponds to any texture */
#define m_texture_key_is_valid(p_key) ((p_key).id != -1)
#define m_texture_key_is_valid(p_key) ((p_key).id != (uint16_t)-1)
void textures_cache_init(struct texture_cache *cache, SDL_Window *window);
void textures_cache_deinit(struct texture_cache *cache);
@ -39,6 +39,9 @@ t_rect textures_get_srcrect(const struct texture_cache *cache, t_texture_key key
/* returns a rect of dimensions of the whole texture (whole atlas) */
t_rect textures_get_dims(const struct texture_cache *cache, t_texture_key key);
/* returns an identifier that is equal for all textures placed in the same atlas */
int32_t textures_get_atlas_id(const struct texture_cache *cache, t_texture_key key);
/* binds atlas texture in opengl state */
void textures_bind(const struct texture_cache *cache, t_texture_key key, GLenum target);