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16 changed files with 671 additions and 253 deletions

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@ -30,7 +30,9 @@ static void handle_input(void)
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f;
state->bunnies[state->bunniesCount].color =
(Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255};
(Color){(uint8_t)(state->bunniesCount % 190 + 50),
(uint8_t)((state->bunniesCount + 120) % 160 + 80),
(uint8_t)((state->bunniesCount + 65) % 140 + 100), 255};
state->bunniesCount++;
}
}
@ -46,7 +48,9 @@ static void handle_input(void)
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f;
state->bunnies[state->bunniesCount].color =
(Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255};
(Color){(uint8_t)(state->bunniesCount % 190 + 50),
(uint8_t)((state->bunniesCount + 120) % 160 + 80),
(uint8_t)((state->bunniesCount + 65) % 140 + 100), 255};
state->bunniesCount++;
}
}

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@ -3,7 +3,7 @@
#include "twn_game_api.h"
#define MAX_BUNNIES 100000 // 100K bunnies limit
#define MAX_BUNNIES 500000 // 100K bunnies limit
#define BUNNY_W 26
#define BUNNY_H 37
#define SPRITE_SCALE 1

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@ -8,7 +8,6 @@
/* a point in some space (integer) */
typedef struct Vec2i {
_Alignas(8)
int32_t x;
int32_t y;
} Vec2i;
@ -16,7 +15,6 @@ _Alignas(8)
/* a point in some space (floating point) */
typedef struct Vec2 {
_Alignas(8)
float x;
float y;
} Vec2;
@ -25,7 +23,6 @@ _Alignas(8)
/* a point in some three dimension space (floating point) */
/* y goes up, x goes to the right */
typedef struct Vec3 {
_Alignas(16)
float x;
float y;
float z;
@ -35,7 +32,6 @@ _Alignas(16)
/* a point in some three dimension space (floating point) */
/* y goes up, x goes to the right */
typedef struct Vec4 {
_Alignas(16)
float x;
float y;
float z;
@ -45,7 +41,6 @@ _Alignas(16)
/* 32-bit color data */
typedef struct Color {
_Alignas(4)
uint8_t r;
uint8_t g;
uint8_t b;
@ -55,7 +50,6 @@ _Alignas(4)
/* a rectangle with the origin at the upper left (integer) */
typedef struct Recti {
_Alignas(16)
int32_t x;
int32_t y;
int32_t w;
@ -65,7 +59,6 @@ _Alignas(16)
/* a rectangle with the origin at the upper left (floating point) */
typedef struct Rect {
_Alignas(16)
float x;
float y;
float w;

View File

@ -1,4 +1,3 @@
#include "twn_util.h"
#include "twn_engine_context_c.h"
#include "twn_draw_c.h"
#include "twn_draw.h"
@ -24,22 +23,15 @@ void draw_circle(Vec2 position, float radius, Color color) {
void create_circle_geometry(Vec2 position,
Color color,
float radius,
size_t num_vertices,
SDL_Vertex vertices[],
int indices[])
Vec2 vertices[])
{
/* 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 };
vertices[0].x = (float)position.x;
vertices[0].y = (float)position.y;
/* this point will rotate around the center */
float start_x = 0.0f - radius;
@ -48,34 +40,13 @@ void create_circle_geometry(Vec2 position,
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;
float c, s;
sincosf(final_seg_rotation_angle, &s, &c);
vertices[i].position.x += position.x;
vertices[i].position.y += position.y;
vertices[i].x = c * start_x - s * start_y;
vertices[i].y = c * start_y + s * start_x;
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[i].x += position.x;
vertices[i].y += position.y;
}
}

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@ -181,42 +181,152 @@ static void render_2d(void) {
const size_t render_queue_len = arrlenu(ctx.render_queue_2d);
size_t batch_count = 0;
struct Render2DInvocation {
Primitive2D const *primitive;
double layer;
union {
struct QuadBatch quad_batch;
};
};
/* first, collect all invocations, while merging into batches where applicable */
/* we separate into opaque and transparent ones, as it presents optimization opportunities */
struct Render2DInvocation *opaque_invocations = NULL;
struct Render2DInvocation *ghostly_invocations = NULL;
arrsetcap(opaque_invocations, render_queue_len);
arrsetcap(ghostly_invocations, render_queue_len);
for (size_t i = 0; i < render_queue_len; ++i) {
const Primitive2D *current = &ctx.render_queue_2d[i];
// TODO: https://gamedev.stackexchange.com/questions/101136/using-full-resolution-of-depth-buffer-for-2d-rendering
double const layer = ((double)((render_queue_len + 1) - i) / (double)(render_queue_len + 1)) * 0.75;
switch (current->type) {
case PRIMITIVE_2D_SPRITE: {
const struct QuadBatch batch =
collect_sprite_batch(current, render_queue_len - i);
/* TODO: what's even the point? just use OR_EQUAL comparison */
set_depth_range((double)batch_count / UINT16_MAX, 1.0);
render_sprite_batch(current, batch);
struct Render2DInvocation const invocation = {
.primitive = current,
.quad_batch = batch,
.layer = layer,
};
i += batch.size - 1; ++batch_count;
if (batch.mode == TEXTURE_MODE_GHOSTLY)
arrput(ghostly_invocations, invocation);
else
arrput(opaque_invocations, invocation);
i += batch.size - 1;
break;
}
case PRIMITIVE_2D_RECT: {
const struct QuadBatch batch =
collect_rect_batch(current, render_queue_len - i);
render_rect_batch(current, batch);
struct Render2DInvocation const invocation = {
.primitive = current,
.quad_batch = batch,
.layer = layer,
};
i += batch.size - 1; ++batch_count;
if (batch.mode == TEXTURE_MODE_GHOSTLY)
arrput(ghostly_invocations, invocation);
else
arrput(opaque_invocations, invocation);
i += batch.size - 1;
break;
}
case PRIMITIVE_2D_CIRCLE: {
struct Render2DInvocation const invocation = {
.primitive = current,
.layer = layer,
};
if (current->circle.color.a != 255)
arrput(ghostly_invocations, invocation);
else
arrput(opaque_invocations, invocation);
break;
}
case PRIMITIVE_2D_TEXT: {
struct Render2DInvocation const invocation = {
.primitive = current,
.layer = layer,
};
arrput(ghostly_invocations, invocation);
break;
}
default:
SDL_assert(false);
}
}
/* first issue all opaque primitives, front-to-back */
for (size_t i = 0; i < arrlenu(opaque_invocations); ++i) {
struct Render2DInvocation const invocation = opaque_invocations[arrlenu(opaque_invocations) - 1 - i];
/* idea here is to set constant z write that moves further and further along */
/* with that every batch can early z reject against the previous */
/* additionally, it will also apply for future transparent passes, sandwitching in-between */
set_depth_range(invocation.layer, 1.0);
switch (invocation.primitive->type) {
case PRIMITIVE_2D_SPRITE: {
render_sprite_batch(invocation.primitive, invocation.quad_batch);
break;
}
case PRIMITIVE_2D_RECT: {
render_rect_batch(invocation.primitive, invocation.quad_batch);
break;
}
/* TODO: circle batching */
case PRIMITIVE_2D_CIRCLE:
render_circle(&current->circle);
render_circle(&invocation.primitive->circle);
break;
case PRIMITIVE_2D_TEXT:
render_text(&current->text);
default:
SDL_assert(false);
}
}
/* then issue all transparent primitives, back-to-front */
for (size_t i = 0; i < arrlenu(ghostly_invocations); ++i) {
struct Render2DInvocation const invocation = ghostly_invocations[i];
/* now we use it not for writing layers, but inferring ordering */
set_depth_range(invocation.layer, 1.0);
switch (invocation.primitive->type) {
case PRIMITIVE_2D_SPRITE: {
render_sprite_batch(invocation.primitive, invocation.quad_batch);
break;
}
case PRIMITIVE_2D_RECT: {
render_rect_batch(invocation.primitive, invocation.quad_batch);
break;
}
/* TODO: circle batching */
case PRIMITIVE_2D_CIRCLE:
render_circle(&invocation.primitive->circle);
break;
case PRIMITIVE_2D_TEXT:
render_text(&invocation.primitive->text);
break;
default:
SDL_assert(false);
}
}
arrfree(opaque_invocations);
arrfree(ghostly_invocations);
}
@ -264,11 +374,11 @@ void render(void) {
}
}
render_space();
render_skybox(); /* after space, as to use depth buffer for early rejection */
render_2d();
swap_buffers();
clear_draw_buffer();
start_render_frame(); {
render_space();
render_skybox(); /* after space, as to use depth buffer for early z rejection */
render_2d();
} end_render_frame();
}

View File

@ -20,7 +20,10 @@
extern Matrix4 camera_projection_matrix;
extern Matrix4 camera_look_at_matrix;
#define QUAD_ELEMENT_BUFFER_LENGTH (65536 / 6)
#define CIRCLE_VERTICES_MAX 2048
#define CIRCLE_ELEMENT_BUFFER_LENGTH (CIRCLE_VERTICES_MAX * 3)
typedef GLuint VertexBuffer;
@ -129,11 +132,9 @@ void render_queue_clear(void);
/* fills two existing arrays with the geometry data of a circle */
/* the size of indices must be at least 3 times the number of vertices */
void create_circle_geometry(Vec2 position,
Color color,
float radius,
size_t num_vertices,
SDL_Vertex vertices[],
int indices[]);
Vec2 vertices[]);
struct QuadBatch {
size_t size; /* how many primitives are in current batch */
@ -165,6 +166,8 @@ void text_cache_reset_arena(TextCache *cache);
VertexBuffer create_vertex_buffer(void);
VertexBuffer get_scratch_vertex_array(void);
void delete_vertex_buffer(VertexBuffer buffer);
void specify_vertex_buffer(VertexBuffer buffer, void const *data, size_t bytes);
@ -187,7 +190,9 @@ void swap_buffers(void);
void set_depth_range(double low, double high);
void bind_quad_element_buffer(void);
VertexBuffer get_quad_element_buffer(void);
VertexBuffer get_circle_element_buffer(void);
void render_circle(const CirclePrimitive *circle);
@ -238,4 +243,8 @@ void pop_fog(void);
void finally_pop_fog(void);
void start_render_frame(void);
void end_render_frame(void);
#endif

View File

@ -9,10 +9,9 @@
#include <stb_ds.h>
/* TODO: try using the fact we utilize edge coloring and step virtual color attributes to bogus points */
/* this is only doable is we take out color attribute to separate array or a portion of it */
/* 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 */
typedef struct ElementIndexedQuad {
/* upper-left */
Vec2 v0;
@ -32,7 +31,6 @@ typedef struct ElementIndexedQuad {
Color c3;
} ElementIndexedQuad;
typedef struct ElementIndexedQuadWithoutColor {
/* upper-left */
Vec2 v0;
@ -77,6 +75,47 @@ typedef struct ElementIndexedQuadWithoutColorWithoutTexture {
} ElementIndexedQuadWithoutColorWithoutTexture;
typedef struct {
size_t offset;
GLenum type;
GLsizei stride;
GLuint buffer;
uint8_t arity; /* leave at 0 to signal pointer as unused */
} AttributeArrayPointer;
/* allows us to have generic way to issue draws as well as */
/* deferring new draw calls while previous frame is still being drawn */
typedef struct {
AttributeArrayPointer vertices;
AttributeArrayPointer texcoords;
bool constant_colored;
union {
AttributeArrayPointer colors;
Color color;
};
bool textured, texture_repeat, uses_gpu_key;
TextureKey texture_key;
GPUTexture gpu_texture;
GLuint element_buffer;
GLsizei element_count;
GLsizei range_start, range_end;
double depth_range_low, depth_range_high;
} DeferredCommandDraw;
typedef struct {
Color color;
bool clear_color;
bool clear_depth;
bool clear_stencil;
} DeferredCommandClear;
typedef enum {
PIPELINE_NO,
PIPELINE_SPACE,
@ -84,13 +123,266 @@ typedef enum {
} Pipeline;
typedef struct {
Pipeline pipeline;
} DeferredCommandUsePipeline;
typedef struct {
TextureMode mode;
} DeferredCommandUseTextureMode;
typedef struct {
double low, high;
} DeferredCommandDepthRange;
typedef struct {
enum DeferredCommandType {
DEFERRED_COMMAND_TYPE_DRAW,
DEFERRED_COMMAND_TYPE_CLEAR,
DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE,
DEFERRED_COMMAND_TYPE_DEPTH_RANGE,
} type;
union {
DeferredCommandDraw draw;
DeferredCommandClear clear;
DeferredCommandUsePipeline use_pipeline;
DeferredCommandUseTextureMode use_texture_mode;
DeferredCommandDepthRange depth_range;
};
} DeferredCommand;
static TextureMode texture_mode_last_used = -1;
static Pipeline pipeline_last_used = PIPELINE_NO;
#define CIRCLE_VERTICES_MAX 2048
/* potentially double buffered array of vertex array handles */
/* we assume they will be refilled fully each frame */
static size_t scratch_va_front_used, scratch_va_back_used;
static GLuint *front_scratch_vertex_arrays, *back_scratch_vertex_arrays;
static GLuint **current_scratch_vertex_array = &front_scratch_vertex_arrays;
static void restart_scratch_vertex_arrays(void) {
scratch_va_front_used = 0;
scratch_va_back_used = 0;
if (ctx.render_double_buffered) {
current_scratch_vertex_array = current_scratch_vertex_array == &front_scratch_vertex_arrays ?
&back_scratch_vertex_arrays : &front_scratch_vertex_arrays;
}
}
GLuint get_scratch_vertex_array(void) {
size_t *used = current_scratch_vertex_array == &front_scratch_vertex_arrays ?
&scratch_va_front_used : &scratch_va_back_used;
if (arrlenu(*current_scratch_vertex_array) <= *used) {
GLuint handle;
glGenBuffers(1, &handle);
arrpush(*current_scratch_vertex_array, handle);
}
(*used)++;
return (*current_scratch_vertex_array)[*used - 1];
}
static void finally_use_2d_pipeline(void);
static void finally_use_space_pipeline(void);
static void finally_use_texture_mode(TextureMode mode);
static DeferredCommand *deferred_commands;
static void issue_deferred_draw_commands(void) {
for (size_t i = 0; i < arrlenu(deferred_commands); ++i) {
switch (deferred_commands[i].type) {
case DEFERRED_COMMAND_TYPE_DEPTH_RANGE: {
glDepthRange(deferred_commands[i].depth_range.low, deferred_commands[i].depth_range.high);
break;
}
case DEFERRED_COMMAND_TYPE_CLEAR: {
glClearColor((1.0f / 255) * deferred_commands[i].clear.color.r,
(1.0f / 255) * deferred_commands[i].clear.color.g,
(1.0f / 255) * deferred_commands[i].clear.color.b,
(1.0f / 255) * deferred_commands[i].clear.color.a);
/* needed as we might mess with it */
glDepthRange(0.0, 1.0);
glDepthMask(GL_TRUE);
glClear((deferred_commands[i].clear.clear_color ? GL_COLOR_BUFFER_BIT : 0) |
(deferred_commands[i].clear.clear_depth ? GL_DEPTH_BUFFER_BIT : 0) |
(deferred_commands[i].clear.clear_stencil ? GL_STENCIL_BUFFER_BIT : 0) );
break;
}
case DEFERRED_COMMAND_TYPE_DRAW: {
DeferredCommandDraw const command = deferred_commands[i].draw;
/* TODO: don't assume a single vertex array ? */
SDL_assert(command.vertices.arity != 0);
SDL_assert(command.vertices.buffer);
SDL_assert(command.element_count != 0);
SDL_assert(command.element_buffer);
glBindBuffer(GL_ARRAY_BUFFER, command.vertices.buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.element_buffer);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(command.vertices.arity,
command.vertices.type,
command.vertices.stride,
(void *)command.vertices.offset);
if (command.texcoords.arity != 0) {
SDL_assert(command.texcoords.buffer == command.vertices.buffer);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(command.texcoords.arity,
command.texcoords.type,
command.texcoords.stride,
(void *)command.texcoords.offset);
}
if (command.colors.arity != 0) {
SDL_assert(command.colors.buffer == command.vertices.buffer);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(command.colors.arity,
command.colors.type,
command.colors.stride,
(void *)command.colors.offset);
} else if (command.constant_colored)
glColor4ub(command.color.r,
command.color.g,
command.color.b,
command.color.a);
if (command.textured) {
if (command.uses_gpu_key)
glBindTexture(GL_TEXTURE_2D, command.gpu_texture);
else if (command.texture_repeat)
textures_bind_repeating(&ctx.texture_cache, command.texture_key);
else
textures_bind(&ctx.texture_cache, command.texture_key);
}
if (command.range_start == command.range_end)
glDrawElements(GL_TRIANGLES, command.element_count, GL_UNSIGNED_SHORT, NULL);
else
glDrawRangeElements(GL_TRIANGLES,
command.range_start,
command.range_end,
command.element_count,
GL_UNSIGNED_SHORT,
NULL);
/* state clearing */
if (command.textured)
glBindTexture(GL_TEXTURE_2D, 0);
if (command.colors.arity != 0)
glDisableClientState(GL_COLOR_ARRAY);
if (command.texcoords.arity != 0)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
break;
}
case DEFERRED_COMMAND_TYPE_USE_PIPIELINE: {
switch (deferred_commands[i].use_pipeline.pipeline) {
case PIPELINE_2D:
finally_use_2d_pipeline();
break;
case PIPELINE_SPACE:
finally_use_space_pipeline();
break;
case PIPELINE_NO:
default:
SDL_assert(false);
}
break;
}
case DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE: {
finally_use_texture_mode(deferred_commands[i].use_texture_mode.mode);
break;
}
default:
SDL_assert(false);
}
}
}
void clear_draw_buffer(void) {
/* TODO: we can optimize a rectangle drawn over whole window to a clear color call*/
DeferredCommand command = {
.type = DEFERRED_COMMAND_TYPE_CLEAR,
.clear = (DeferredCommandClear) {
.clear_color = true,
.clear_depth = true,
.clear_stencil = true,
.color = (Color) { 230, 230, 230, 1 }
}
};
arrpush(deferred_commands, command);
}
void start_render_frame(void) {
clear_draw_buffer();
}
void end_render_frame(void) {
if (!ctx.render_double_buffered || ctx.game.frame_number == 0) {
issue_deferred_draw_commands();
SDL_GL_SwapWindow(ctx.window);
arrsetlen(deferred_commands, 0);
restart_scratch_vertex_arrays();
} else {
/* instead of waiting for frame to finish for the swap, we continue */
/* while issuing new state for the next call, but deferring any fragment emitting calls for later */
/* actual swap will happen when next frame is fully finished, introducing a delay */
SDL_GL_SwapWindow(ctx.window);
issue_deferred_draw_commands();
restart_scratch_vertex_arrays();
glFlush();
arrsetlen(deferred_commands, 0);
}
}
void use_space_pipeline(void) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
.use_pipeline = { PIPELINE_SPACE }
};
arrpush(deferred_commands, command);
}
static void finally_use_space_pipeline(void) {
if (pipeline_last_used == PIPELINE_SPACE)
return;
@ -123,11 +415,22 @@ void use_space_pipeline(void) {
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(&camera_look_at_matrix.row[0].x);
texture_mode_last_used = -1;
pipeline_last_used = PIPELINE_SPACE;
}
void use_2d_pipeline(void) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
.use_pipeline = { PIPELINE_2D }
};
arrpush(deferred_commands, command);
}
static void finally_use_2d_pipeline(void) {
if (pipeline_last_used == PIPELINE_SPACE) {
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glFlush();
@ -159,50 +462,30 @@ void use_2d_pipeline(void) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (double)ctx.base_render_width, (double)ctx.base_render_height, 0, -1, 1);
glOrtho(0, (double)ctx.base_render_width, (double)ctx.base_render_height, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
texture_mode_last_used = -1;
pipeline_last_used = PIPELINE_2D;
}
void render_circle(const CirclePrimitive *circle) {
static SDL_Vertex vertices[CIRCLE_VERTICES_MAX];
static int indices[CIRCLE_VERTICES_MAX * 3];
int num_vertices = MIN((int)circle->radius, CIRCLE_VERTICES_MAX-1);
void use_texture_mode(TextureMode mode) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE,
.use_texture_mode = { mode }
};
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);
arrpush(deferred_commands, command);
}
void use_texture_mode(TextureMode mode) {
static void finally_use_texture_mode(TextureMode mode) {
if (texture_mode_last_used == mode)
return;
static GLuint lists = 0;
if (!lists) {
lists = glGenLists(3);
@ -211,7 +494,7 @@ void use_texture_mode(TextureMode mode) {
glNewList(lists + 0, GL_COMPILE); {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_ALWAYS);
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
} glEndList();
@ -219,7 +502,7 @@ void use_texture_mode(TextureMode mode) {
/* seethrough */
glNewList(lists + 1, GL_COMPILE); {
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_EQUAL, 1.0f);
@ -241,6 +524,8 @@ void use_texture_mode(TextureMode mode) {
} else {
glCallList(lists + 2);
}
texture_mode_last_used = mode;
}
@ -264,7 +549,7 @@ bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
if (builder->bytes_left == 0)
return false;
SDL_memcpy(builder->mapping, bytes, size);
memcpy(builder->mapping, bytes, size);
builder->bytes_left -= size;
/* trigger data send */
@ -283,7 +568,7 @@ void finally_render_quads(const Primitive2D primitives[],
const struct QuadBatch batch,
const VertexBuffer buffer)
{
(void)buffer;
DeferredCommandDraw command = {0};
GLsizei off = 0, voff = 0, uvoff = 0, coff = 0;
@ -305,63 +590,55 @@ void finally_render_quads(const Primitive2D primitives[],
voff = offsetof(ElementIndexedQuadWithoutColorWithoutTexture, v0);
}
/* vertex specification */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
off,
(void *)(size_t)voff);
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = off,
.offset = voff,
.buffer = buffer
};
if (batch.textured) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
off,
(void *)(size_t)uvoff);
}
if (batch.textured)
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = off,
.offset = uvoff,
.buffer = buffer
};
if (!batch.constant_colored) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,
GL_UNSIGNED_BYTE,
off,
(void *)(size_t)coff);
} else
glColor4ub(primitives[0].sprite.color.r,
primitives[0].sprite.color.g,
primitives[0].sprite.color.b,
primitives[0].sprite.color.a);
command.colors = (AttributeArrayPointer) {
.arity = 4,
.type = GL_UNSIGNED_BYTE,
.stride = off,
.offset = coff,
.buffer = buffer
};
} else {
command.constant_colored = true;
command.color = primitives[0].sprite.color;
}
if (batch.textured) {
if (!batch.repeat)
textures_bind(&ctx.texture_cache, primitives->sprite.texture_key);
else
textures_bind_repeating(&ctx.texture_cache, primitives->sprite.texture_key);
/* TODO: bad, don't */
command.textured = true;
command.texture_key = primitives->sprite.texture_key;
command.texture_repeat = batch.repeat;
}
bind_quad_element_buffer();
command.element_buffer = get_quad_element_buffer();
command.element_count = 6 * (GLsizei)batch.size;
command.range_end = 6 * (GLsizei)batch.size;
glDrawElements(GL_TRIANGLES, 6 * (GLsizei)batch.size, GL_UNSIGNED_SHORT, NULL);
use_texture_mode(batch.mode);
/* clear the state */
{
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
if (batch.textured)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
if (!batch.constant_colored)
glDisableClientState(GL_COLOR_ARRAY);
if (batch.textured)
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
arrpush(deferred_commands, final_command);
}
@ -400,9 +677,9 @@ bool push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
/* equal for all (flat shaded) */
.c0 = color,
.c1 = color,
// .c1 = color,
.c2 = color,
.c3 = color,
// .c3 = color,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
@ -431,9 +708,9 @@ bool push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
/* equal for all (flat shaded) */
.c0 = color,
.c1 = color,
// .c1 = color,
.c2 = color,
.c3 = color,
// .c3 = color,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
@ -519,44 +796,46 @@ void finally_draw_text(FontData const *font_data,
Color color,
VertexBuffer buffer)
{
(void)buffer;
DeferredCommandDraw command = {0};
/* vertex specification */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2,
GL_FLOAT,
offsetof(ElementIndexedQuadWithoutColor, v1),
(void *)(size_t)offsetof(ElementIndexedQuadWithoutColor, v0));
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, v0),
.buffer = buffer
};
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
offsetof(ElementIndexedQuadWithoutColor, v1),
(void *)(size_t)offsetof(ElementIndexedQuadWithoutColor, uv0));
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = offsetof(ElementIndexedQuadWithoutColor, v1),
.offset = offsetof(ElementIndexedQuadWithoutColor, uv0),
.buffer = buffer
};
bind_quad_element_buffer();
command.constant_colored = true;
command.color = color;
command.gpu_texture = font_data->texture;
command.uses_gpu_key = true;
command.textured = true;
command.element_buffer = get_quad_element_buffer();
command.element_count = 6 * (GLsizei)len;
command.range_end = 6 * (GLsizei)len;
use_texture_mode(TEXTURE_MODE_GHOSTLY);
glBindTexture(GL_TEXTURE_2D, font_data->texture);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
glColor4ub(color.r, color.g, color.b, color.a);
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);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
arrpush(deferred_commands, final_command);
/* TODO: why doesn't it get restored if not placed here? */
glDepthMask(GL_TRUE);
// glDepthMask(GL_TRUE);
}
@ -585,6 +864,47 @@ static void load_cubemap_side(const char *path, GLenum target) {
SDL_FreeSurface(surface);
}
void render_circle(const CirclePrimitive *circle) {
static Vec2 vertices[CIRCLE_VERTICES_MAX];
int num_vertices = CIRCLE_VERTICES_MAX - 1;
create_circle_geometry(circle->position,
circle->radius,
num_vertices,
vertices);
VertexBuffer buffer = get_scratch_vertex_array();
specify_vertex_buffer(buffer, vertices, sizeof (Vec2) * num_vertices);
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 2,
.type = GL_FLOAT,
.stride = sizeof (Vec2),
.offset = 0,
.buffer = buffer
};
command.constant_colored = true;
command.color = circle->color;
command.element_buffer = get_circle_element_buffer();
command.element_count = num_vertices * 3;
command.range_end = num_vertices * 3;
use_texture_mode(circle->color.a == 255 ? TEXTURE_MODE_OPAQUE : TEXTURE_MODE_GHOSTLY);
DeferredCommand final_command = {
.type = DEFERRED_COMMAND_TYPE_DRAW,
.draw = command
};
arrpush(deferred_commands, final_command);
}
void finally_render_skybox(char *paths) {
static GLuint cubemap = 0;
static char *paths_cache = NULL;
@ -751,3 +1071,16 @@ void finally_apply_fog(float start, float end, float density, Color color) {
void finally_pop_fog(void) {
glDisable(GL_FOG);
}
void set_depth_range(double low, double high) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_DEPTH_RANGE,
.depth_range = {
.low = low,
.high = high
}
};
arrpush(deferred_commands, command);
}

View File

@ -32,62 +32,60 @@ void specify_vertex_buffer(VertexBuffer buffer, void const *data, size_t bytes)
}
void bind_quad_element_buffer(void) {
static GLuint buffer = 0;
VertexBuffer get_quad_element_buffer(void) {
static VertexBuffer buffer = 0;
/* it's only generated once at runtime */
/* TODO: use builder interface, not direct calls (glMapBuffer isn't portable) */
if (buffer == 0) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
QUAD_ELEMENT_BUFFER_LENGTH * 6 * sizeof(uint16_t),
NULL,
GL_STATIC_DRAW);
buffer = create_vertex_buffer();
VertexBufferBuilder builder = build_vertex_buffer(buffer, sizeof (GLshort) * QUAD_ELEMENT_BUFFER_LENGTH * 6 );
uint16_t *const indices = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER,
GL_WRITE_ONLY);
if (!indices)
CRY("Quad indices generation", "glMapBuffer() failed");
for (size_t i = 0; i < QUAD_ELEMENT_BUFFER_LENGTH; ++i) {
GLshort indices[6];
indices[0] = (GLshort)(i * 4 + 0);
indices[1] = (GLshort)(i * 4 + 1);
indices[2] = (GLshort)(i * 4 + 2);
indices[3] = (GLshort)(i * 4 + 2);
indices[4] = (GLshort)(i * 4 + 3);
indices[5] = (GLshort)(i * 4 + 0);
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);
push_to_vertex_buffer_builder(&builder, indices, sizeof indices);
}
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
SDL_assert_always(buffer);
} else
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
return buffer;
}
void clear_draw_buffer(void) {
/* TODO: we can optimize a rectangle drawn over whole window to a clear color call*/
glClearColor((1.0f / 255) * 230,
(1.0f / 255) * 230,
(1.0f / 255) * 230, 1);
VertexBuffer get_circle_element_buffer(void) {
static VertexBuffer buffer = 0;
/* TODO: don't clear color when skybox is applied? */
/* for that window should match framebuffer */
/* also it is driver dependent, from what i can gather */
/* INFO: also, based on below, driver might prefer it staying this way */
/* https://gamedev.stackexchange.com/questions/90344/render-with-const-depth-value */
/* we could optionally load ARB_invalidate_subdata extension if it's available instead */
glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT);
}
void swap_buffers(void) {
SDL_GL_SwapWindow(ctx.window);
}
void set_depth_range(double low, double high) {
glDepthRange(low, high);
if (buffer == 0) {
buffer = create_vertex_buffer();
VertexBufferBuilder builder = build_vertex_buffer(buffer, sizeof (GLshort) * CIRCLE_ELEMENT_BUFFER_LENGTH);
for (size_t i = 1; i < CIRCLE_VERTICES_MAX; ++i) {
/* first one is center point index, always zero */
GLshort indices[3];
indices[0] = 0;
/* generated point index */
indices[1] = (GLshort)i;
size_t index = (i + 1) % (CIRCLE_VERTICES_MAX - 1);
if (index == 0) /* don't use center for outer ring */
index = (CIRCLE_VERTICES_MAX - 1);
indices[2] = (GLshort)index;
push_to_vertex_buffer_builder(&builder, indices, sizeof indices);
}
}
SDL_assert_always(buffer);
return buffer;
}

View File

@ -72,9 +72,7 @@ void render_rect_batch(const Primitive2D primitives[],
SDL_assert(primitives[0].type == PRIMITIVE_2D_RECT);
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
static VertexBuffer vertex_array = 0;
if (vertex_array == 0)
vertex_array = create_vertex_buffer();
VertexBuffer const vertex_array = get_scratch_vertex_array();
use_texture_mode(batch.mode);

View File

@ -125,16 +125,15 @@ void render_sprite_batch(const Primitive2D primitives[],
SDL_assert(primitives && batch.size != 0);
SDL_assert(primitives[0].type == PRIMITIVE_2D_SPRITE);
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
static VertexBuffer vertex_array = 0;
if (vertex_array == 0)
vertex_array = create_vertex_buffer();
use_texture_mode(batch.mode);
VertexBuffer const vertex_array = get_scratch_vertex_array();
const Rect dims =
textures_get_dims(&ctx.texture_cache, primitives->sprite.texture_key);
/* cached srcrect */
Rect cached_srcrect;
TextureKey cached_srcrect_key = TEXTURE_KEY_INVALID;
/* vertex population over a vertex buffer builder interface */
{
VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_quad_payload_size(batch) * batch.size);
@ -144,13 +143,16 @@ void render_sprite_batch(const Primitive2D primitives[],
const size_t cur = batch.mode == TEXTURE_MODE_GHOSTLY ? i : batch.size - i - 1;
const SpritePrimitive sprite = primitives[cur].sprite;
/* TODO: try caching it */
const Rect srcrect =
textures_get_srcrect(&ctx.texture_cache, primitives[cur].sprite.texture_key);
if (primitives[cur].sprite.texture_key.id != cached_srcrect_key.id) {
cached_srcrect = textures_get_srcrect(&ctx.texture_cache, primitives[cur].sprite.texture_key);
cached_srcrect_key = primitives[cur].sprite.texture_key;
}
Rect const srcrect = cached_srcrect;
Vec2 uv0, uv1, uv2, uv3;
if (!sprite.repeat) {
if (!batch.repeat) {
const float wr = srcrect.w / dims.w;
const float hr = srcrect.h / dims.h;
const float xr = srcrect.x / dims.w;

View File

@ -171,9 +171,7 @@ static void text_destroy_font_data(FontData *font_data) {
static void text_draw_with(FontData* font_data, char* text, Vec2 position, Color color) {
VertexBuffer vertex_array = 0;
if (vertex_array == 0)
vertex_array = create_vertex_buffer();
VertexBuffer const vertex_array = get_scratch_vertex_array();
const size_t len = SDL_strlen(text);

View File

@ -45,9 +45,7 @@ void draw_triangle(const char *path,
void draw_uncolored_space_traingle_batch(struct MeshBatch *batch,
TextureKey texture_key)
{
static VertexBuffer vertex_array = 0;
if (vertex_array == 0)
vertex_array = create_vertex_buffer();
VertexBuffer const vertex_array = get_scratch_vertex_array();
const size_t primitives_len = arrlenu(batch->primitives);

View File

@ -77,6 +77,7 @@ typedef struct EngineContext {
bool window_size_has_changed;
bool resync_flag;
bool was_successful;
bool render_double_buffered;
} EngineContext;
/* TODO: does it need to be marked with TWN_API? */

View File

@ -658,6 +658,8 @@ static bool initialize(void) {
}
*/
ctx.render_double_buffered = true;
return true;
fail:

View File

@ -50,6 +50,7 @@ typedef struct TextureCache {
typedef struct TextureKey { uint16_t id; } TextureKey;
/* tests whether given key structure corresponds to any texture */
#define TEXTURE_KEY_INVALID (TextureKey) { (uint16_t)-1 }
#define m_texture_key_is_valid(p_key) ((p_key).id != (uint16_t)-1)
void textures_cache_init(struct TextureCache *cache, SDL_Window *window);

View File

@ -39,7 +39,7 @@ static inline float fast_sqrt(float x)
static inline Vec2 fast_cossine(float a) {
const float s = SDL_sinf(a);
const float s = sinf(a);
return (Vec2){
.x = fast_sqrt(1.0f - s * s) * (a >= (float)M_PI_2 && a < (float)(M_PI + M_PI_2) ? -1 : 1),
.y = s