remove symlink as windows is shit, src to townengine

This commit is contained in:
veclavtalica
2024-07-30 22:31:18 +03:00
parent 222b68c0a3
commit e74cc6bf94
40 changed files with 14 additions and 15 deletions

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/* a rendering.c mixin */
#ifndef CIRCLES_H
#define CIRCLES_H
#include "../util.h"
#include "../context.h"
#include "internal_api.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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#ifndef RENDERING_INTERNAL_API_H
#define RENDERING_INTERNAL_API_H
#include "../util.h"
#include "../textures/internal_api.h"
#include <SDL2/SDL.h>
#include <glad/glad.h>
#include <stdbool.h>
struct sprite_primitive {
t_frect rect;
t_color color;
float rotation;
t_texture_key texture_key;
bool flip_x;
bool flip_y;
};
struct rect_primitive {
t_frect rect;
t_color color;
};
struct circle_primitive {
float radius;
t_color color;
t_fvec2 position;
};
enum primitive_2d_type {
PRIMITIVE_2D_SPRITE,
PRIMITIVE_2D_RECT,
PRIMITIVE_2D_CIRCLE,
};
struct primitive_2d {
enum primitive_2d_type type;
union {
struct sprite_primitive sprite;
struct rect_primitive rect;
struct circle_primitive circle;
};
};
/* union for in-place recalculation of texture coordinates */
union uncolored_space_triangle {
/* pending for sending, uvs are not final as texture atlases could update */
struct uncolored_space_triangle_primitive {
t_fvec3 v0;
t_fvec2 uv0; /* in pixels */
t_fvec3 v1;
t_fvec2 uv1; /* in pixels */
t_fvec3 v2;
t_fvec2 uv2; /* in pixels */
} primitive;
/* TODO: have it packed? */
/* structure that is passed in opengl vertex array */
struct uncolored_space_triangle_payload {
t_fvec3 v0;
t_fvec2 uv0;
t_fvec3 v1;
t_fvec2 uv1;
t_fvec3 v2;
t_fvec2 uv2;
} payload;
};
/* batch of primitives with overlapping properties */
struct mesh_batch {
GLuint buffer; /* server side storage */
uint8_t *primitives;
};
struct mesh_batch_item {
t_texture_key key;
struct mesh_batch value;
};
/* renders the background, then the primitives in all render queues */
void render(void);
/* clears all render queues */
void render_queue_clear(void);
#endif

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/* 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

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/* a rendering.c mixin */
#ifndef SPRITES_H
#define SPRITES_H
#include "../rendering.h"
#include "../context.h"
#include "../util.h"
#include "../textures/internal_api.h"
#include "quad_element_buffer.h"
#include "internal_api.h"
#include <stb_ds.h>
#include <stdbool.h>
#include <stddef.h>
/* interleaved vertex array data */
/* TODO: use int16_t for uvs */
/* TODO: use packed types? */
/* 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 sprite_primitive_payload_without_color {
/* upper-left */
t_fvec2 v0;
t_fvec2 uv0;
/* bottom-left */
t_fvec2 v1;
t_fvec2 uv1;
/* bottom-right */
t_fvec2 v2;
t_fvec2 uv2;
/* upper-right */
t_fvec2 v3;
t_fvec2 uv3;
};
/*
* 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
*/
/* TODO: it might make sense to infer alpha channel presence / meaningfulness for textures in atlas */
/* so that they are rendered with no blend / batched in a way to reduce overdraw automatically */
void push_sprite(const t_push_sprite_args args) {
struct sprite_primitive sprite = {
.rect = args.rect,
.color = m_or(args, color, ((t_color) { 255, 255, 255, 255 })),
.rotation = m_or(args, rotation, 0.0f),
.texture_key = textures_get_key(&ctx.texture_cache, args.path),
.flip_x = m_or(args, flip_x, false),
.flip_y = m_or(args, flip_y, false),
};
struct primitive_2d primitive = {
.type = PRIMITIVE_2D_SPRITE,
.sprite = sprite,
};
arrput(ctx.render_queue_2d, primitive);
}
static struct sprite_batch {
size_t size; /* how many primitives are in current batch */
int atlas_id;
enum texture_mode mode;
bool constant_colored; /* whether colored batch is uniformly colored */
} collect_sprite_batch(const struct primitive_2d *primitives, size_t len) {
/* assumes that first primitive is already a sprite */
struct sprite_batch batch = {
.atlas_id =
textures_get_atlas_id(&ctx.texture_cache, primitives[0].sprite.texture_key),
.mode = textures_get_mode(&ctx.texture_cache, primitives[0].sprite.texture_key),
.constant_colored = true,
};
const uint32_t uniform_color = *(const uint32_t *)&primitives[0].sprite.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 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 */
const enum texture_mode mode = textures_get_mode(&ctx.texture_cache, current->sprite.texture_key);
if (mode != batch.mode)
break;
/* only collect the same texture atlases */
if (textures_get_atlas_id(&ctx.texture_cache, current->sprite.texture_key)
!= batch.atlas_id)
break;
/* if all are modulated the same we can skip sending the color data */
if (batch.constant_colored && *(const uint32_t *)&current->sprite.color == uniform_color)
batch.constant_colored = false;
++batch.size;
}
return batch;
}
/* assumes that orthogonal matrix setup is done already */
static void render_sprites(const struct primitive_2d primitives[],
const struct sprite_batch batch)
{
/* 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);
if (batch.mode == TEXTURE_MODE_GHOSTLY) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
} else if (batch.mode == TEXTURE_MODE_SEETHROUGH) {
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_EQUAL, 1.0f);
} else {
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
glDisable(GL_ALPHA_TEST);
}
size_t payload_size;
if (!batch.constant_colored)
payload_size = sizeof (struct sprite_primitive_payload);
else
payload_size = sizeof (struct sprite_primitive_payload_without_color);
glBindBuffer(GL_ARRAY_BUFFER, vertex_array);
glBufferData(GL_ARRAY_BUFFER,
payload_size * batch.size,
NULL,
GL_STREAM_DRAW);
const t_frect dims =
textures_get_dims(&ctx.texture_cache, primitives->sprite.texture_key);
/* vertex population over a mapped buffer */
{
/* TODO: check errors, ensure alignment ? */
void *const payload = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
for (size_t i = 0; i < batch.size; ++i) {
/* render opaques front to back */
const size_t cur = batch.mode == TEXTURE_MODE_GHOSTLY ? i : batch.size - i - 1;
const struct sprite_primitive sprite = primitives[cur].sprite;
const t_frect srcrect =
textures_get_srcrect(&ctx.texture_cache, primitives[cur].sprite.texture_key);
const float wr = srcrect.w / dims.w;
const float hr = srcrect.h / dims.h;
const float xr = srcrect.x / dims.w;
const float yr = srcrect.y / dims.h;
t_fvec2 uv0 = { xr + wr * sprite.flip_x, yr + hr * sprite.flip_y };
t_fvec2 uv1 = { xr + wr * sprite.flip_x, yr + hr * !sprite.flip_y };
t_fvec2 uv2 = { xr + wr * !sprite.flip_x, yr + hr * !sprite.flip_y };
t_fvec2 uv3 = { xr + wr * !sprite.flip_x, yr + hr * sprite.flip_y };
t_fvec2 v0, v1, v2, v3;
/* todo: fast PI/2 degree divisible rotations? */
if (sprite.rotation == 0.0f) {
/* non-rotated case */
v0 = (t_fvec2){ sprite.rect.x, sprite.rect.y };
v1 = (t_fvec2){ sprite.rect.x, sprite.rect.y + sprite.rect.h };
v2 = (t_fvec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y + sprite.rect.h };
v3 = (t_fvec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y };
} else if (sprite.rect.w == sprite.rect.h) {
/* rotated square case */
const t_fvec2 c = frect_center(sprite.rect);
const t_fvec2 t = fast_cossine(sprite.rotation + (float)M_PI_4);
const t_fvec2 d = {
.x = t.x * sprite.rect.w * (float)M_SQRT1_2,
.y = t.y * sprite.rect.h * (float)M_SQRT1_2,
};
v0 = (t_fvec2){ c.x - d.x, c.y - d.y };
v1 = (t_fvec2){ c.x - d.y, c.y + d.x };
v2 = (t_fvec2){ c.x + d.x, c.y + d.y };
v3 = (t_fvec2){ c.x + d.y, c.y - d.x };
} else {
/* rotated non-square case*/
const t_fvec2 c = frect_center(sprite.rect);
const t_fvec2 t = fast_cossine(sprite.rotation);
const t_fvec2 h = { sprite.rect.w / 2, sprite.rect.h / 2 };
v0 = (t_fvec2){ c.x + t.x * -h.x - t.y * -h.y, c.y + t.y * -h.x + t.x * -h.y };
v1 = (t_fvec2){ c.x + t.x * -h.x - t.y * +h.y, c.y + t.y * -h.x + t.x * +h.y };
v2 = (t_fvec2){ c.x + t.x * +h.x - t.y * +h.y, c.y + t.y * +h.x + t.x * +h.y };
v3 = (t_fvec2){ c.x + t.x * +h.x - t.y * -h.y, c.y + t.y * +h.x + t.x * -h.y };
}
if (!batch.constant_colored)
((struct sprite_primitive_payload *)payload)[i] = (struct sprite_primitive_payload) {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
/* equal for all (flat shaded) */
.c0 = sprite.color,
.c1 = sprite.color,
.c2 = sprite.color,
.c3 = sprite.color,
};
else
((struct sprite_primitive_payload_without_color *)payload)[i] = (struct sprite_primitive_payload_without_color) {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
};
}
glUnmapBuffer(GL_ARRAY_BUFFER);
}
GLsizei off;
GLsizei voff;
GLsizei uvoff;
if (!batch.constant_colored) {
off = offsetof(struct sprite_primitive_payload, v1);
voff = offsetof(struct sprite_primitive_payload, v0);
uvoff = offsetof(struct sprite_primitive_payload, uv0);
} else {
off = offsetof(struct sprite_primitive_payload_without_color, v1);
voff = offsetof(struct sprite_primitive_payload_without_color, v0);
uvoff = offsetof(struct sprite_primitive_payload_without_color, uv0);
}
/* vertex specification */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
off,
(void *)(size_t)voff);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
off,
(void *)(size_t)uvoff);
if (!batch.constant_colored) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,
GL_UNSIGNED_BYTE,
off,
(void *)offsetof(struct sprite_primitive_payload, c0));
} else
glColor4ub(primitives[0].sprite.color.r,
primitives[0].sprite.color.g,
primitives[0].sprite.color.b,
primitives[0].sprite.color.a);
textures_bind(&ctx.texture_cache, primitives->sprite.texture_key, GL_TEXTURE_2D);
bind_quad_element_buffer();
glDrawElements(GL_TRIANGLES, 6 * (GLsizei)batch.size, 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

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/* a rendering.c mixin */
#ifndef TRIANGLES_H
#define TRIANGLES_H
#include "../context.h"
#include "internal_api.h"
#include "../textures/internal_api.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;
const t_frect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
const t_frect dims = textures_get_dims(&ctx.texture_cache, texture_key);
const float wr = srcrect.w / dims.w;
const float hr = srcrect.h / dims.h;
const float xr = srcrect.x / dims.w;
const float yr = srcrect.y / dims.h;
payload->uv0.x = xr + ((float)payload->uv0.x / srcrect.w) * wr;
payload->uv0.y = yr + ((float)payload->uv0.y / srcrect.h) * hr;
payload->uv1.x = xr + ((float)payload->uv1.x / srcrect.w) * wr;
payload->uv1.y = yr + ((float)payload->uv1.y / srcrect.h) * hr;
payload->uv2.x = xr + ((float)payload->uv2.x / srcrect.w) * wr;
payload->uv2.y = yr + ((float)payload->uv2.y / 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 * (GLint)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