remove symlink as windows is shit, src to townengine
This commit is contained in:
@ -1,132 +0,0 @@
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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 "../context.h"
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#include "internal_api.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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@ -1,89 +0,0 @@
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#ifndef RENDERING_INTERNAL_API_H
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#define RENDERING_INTERNAL_API_H
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#include "../util.h"
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#include "../textures/internal_api.h"
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#include <SDL2/SDL.h>
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#include <glad/glad.h>
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#include <stdbool.h>
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struct sprite_primitive {
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t_frect rect;
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t_color color;
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float rotation;
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t_texture_key texture_key;
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bool flip_x;
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bool flip_y;
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};
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struct rect_primitive {
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t_frect rect;
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t_color color;
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};
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struct circle_primitive {
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float radius;
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t_color color;
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t_fvec2 position;
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};
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enum primitive_2d_type {
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PRIMITIVE_2D_SPRITE,
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PRIMITIVE_2D_RECT,
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PRIMITIVE_2D_CIRCLE,
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};
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struct primitive_2d {
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enum primitive_2d_type type;
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union {
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struct sprite_primitive sprite;
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struct rect_primitive rect;
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struct circle_primitive circle;
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};
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};
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/* union for in-place recalculation of texture coordinates */
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union uncolored_space_triangle {
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/* pending for sending, uvs are not final as texture atlases could update */
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struct uncolored_space_triangle_primitive {
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t_fvec3 v0;
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t_fvec2 uv0; /* in pixels */
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t_fvec3 v1;
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t_fvec2 uv1; /* in pixels */
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t_fvec3 v2;
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t_fvec2 uv2; /* in pixels */
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} primitive;
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/* TODO: have it packed? */
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/* structure that is passed in opengl vertex array */
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struct uncolored_space_triangle_payload {
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t_fvec3 v0;
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t_fvec2 uv0;
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t_fvec3 v1;
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t_fvec2 uv1;
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t_fvec3 v2;
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t_fvec2 uv2;
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} payload;
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};
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/* batch of primitives with overlapping properties */
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struct mesh_batch {
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GLuint buffer; /* server side storage */
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uint8_t *primitives;
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};
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struct mesh_batch_item {
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t_texture_key key;
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struct mesh_batch value;
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};
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/* renders the background, then the primitives in all render queues */
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void render(void);
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/* clears all render queues */
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void render_queue_clear(void);
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#endif
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@ -1,41 +0,0 @@
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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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@ -1,330 +0,0 @@
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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 "../rendering.h"
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#include "../context.h"
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#include "../util.h"
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#include "../textures/internal_api.h"
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#include "quad_element_buffer.h"
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#include "internal_api.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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/* interleaved vertex array data */
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/* TODO: use int16_t for uvs */
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/* TODO: use packed types? */
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/* TODO: int16_t could be used for positioning, but we would need to have more CPU calcs */
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struct sprite_primitive_payload {
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/* upper-left */
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t_fvec2 v0;
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t_fvec2 uv0;
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t_color c0;
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/* bottom-left */
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t_fvec2 v1;
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t_fvec2 uv1;
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t_color c1;
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/* bottom-right */
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t_fvec2 v2;
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t_fvec2 uv2;
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t_color c2;
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/* upper-right */
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t_fvec2 v3;
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t_fvec2 uv3;
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t_color c3;
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};
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struct sprite_primitive_payload_without_color {
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/* upper-left */
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t_fvec2 v0;
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t_fvec2 uv0;
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/* bottom-left */
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t_fvec2 v1;
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t_fvec2 uv1;
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/* bottom-right */
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t_fvec2 v2;
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t_fvec2 uv2;
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/* upper-right */
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t_fvec2 v3;
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t_fvec2 uv3;
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};
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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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/* 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(const t_push_sprite_args args) {
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struct sprite_primitive sprite = {
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.rect = args.rect,
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.color = m_or(args, color, ((t_color) { 255, 255, 255, 255 })),
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.rotation = m_or(args, rotation, 0.0f),
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.texture_key = textures_get_key(&ctx.texture_cache, args.path),
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.flip_x = m_or(args, flip_x, false),
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.flip_y = m_or(args, flip_y, false),
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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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size_t size; /* how many primitives are in current batch */
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int atlas_id;
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enum texture_mode mode;
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bool constant_colored; /* whether colored batch is uniformly colored */
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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 batch = {
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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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.mode = textures_get_mode(&ctx.texture_cache, primitives[0].sprite.texture_key),
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.constant_colored = true,
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};
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const uint32_t uniform_color = *(const uint32_t *)&primitives[0].sprite.color;
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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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const enum texture_mode mode = textures_get_mode(&ctx.texture_cache, current->sprite.texture_key);
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if (mode != batch.mode)
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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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!= batch.atlas_id)
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break;
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/* if all are modulated the same we can skip sending the color data */
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if (batch.constant_colored && *(const uint32_t *)¤t->sprite.color == uniform_color)
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batch.constant_colored = false;
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++batch.size;
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}
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return batch;
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}
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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 struct sprite_batch batch)
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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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if (batch.mode == TEXTURE_MODE_GHOSTLY) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_ALWAYS);
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glDepthMask(GL_FALSE);
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glDisable(GL_ALPHA_TEST);
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} else if (batch.mode == TEXTURE_MODE_SEETHROUGH) {
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_TRUE);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_EQUAL, 1.0f);
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} else {
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glDisable(GL_BLEND);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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glDisable(GL_ALPHA_TEST);
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}
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size_t payload_size;
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if (!batch.constant_colored)
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payload_size = sizeof (struct sprite_primitive_payload);
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else
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payload_size = sizeof (struct sprite_primitive_payload_without_color);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_array);
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glBufferData(GL_ARRAY_BUFFER,
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payload_size * batch.size,
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NULL,
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GL_STREAM_DRAW);
|
||||
|
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const t_frect 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 */
|
||||
{
|
||||
/* TODO: check errors, ensure alignment ? */
|
||||
void *const payload = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||
|
||||
for (size_t i = 0; i < batch.size; ++i) {
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/* render opaques front to back */
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const size_t cur = batch.mode == TEXTURE_MODE_GHOSTLY ? i : batch.size - i - 1;
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const struct sprite_primitive sprite = primitives[cur].sprite;
|
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const t_frect srcrect =
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textures_get_srcrect(&ctx.texture_cache, primitives[cur].sprite.texture_key);
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|
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const float wr = srcrect.w / dims.w;
|
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const float hr = srcrect.h / dims.h;
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const float xr = srcrect.x / dims.w;
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const float yr = srcrect.y / dims.h;
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t_fvec2 uv0 = { xr + wr * sprite.flip_x, yr + hr * sprite.flip_y };
|
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t_fvec2 uv1 = { xr + wr * sprite.flip_x, yr + hr * !sprite.flip_y };
|
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t_fvec2 uv2 = { xr + wr * !sprite.flip_x, yr + hr * !sprite.flip_y };
|
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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? */
|
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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
|
@ -1,118 +0,0 @@
|
||||
/* 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
|
Reference in New Issue
Block a user