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35 Commits

Author SHA1 Message Date
7e409fc14a work towards DeferredCommandDraw being universal, support for DeferredCommandDepthRange, rework of cirlce mesh (has a bug still), get_quad_element_buffer() now more general, as it should be with gl_any 2024-10-17 21:01:35 +03:00
aa3cab87d2 skip switching texture modes when they're the same as the last used 2024-10-16 22:52:10 +03:00
1dc0dea762 no need for packed types no more 2024-10-16 03:31:02 +03:00
7f56ed8421 remove alignas for twn_types.h, it looks to be just as performant and even more in cases i looked at 2024-10-16 02:32:04 +03:00
119b706638 minor optimizations over sprite path 2024-10-15 19:32:42 +03:00
f2bbc1863e cache sprite srcrects 2024-10-15 18:43:02 +03:00
768daf1f54 move pipelines and texture modes to deferred commands 2024-10-15 18:35:08 +03:00
139394c6de partial implementation of double buffered render 2024-10-15 15:29:45 +03:00
446402c2e0 don't write unused color to vertices, utilize flat shading for only 2 important edges 2024-10-14 21:23:44 +03:00
f7a718003e send vertex data packed 2024-10-14 20:19:18 +03:00
f087bf1f7f fix depth clearing, ghostly modes not using depth layers, ortho with 0..1 2024-10-14 16:00:27 +03:00
19bf88d44e finally properly implemented depth optimization for 2d 2024-10-14 15:31:56 +03:00
3535a185df don't use depth range hack in rect case 2024-10-14 12:16:23 +03:00
d34516c4ee Merge branch 'main' of https://git.poto.cafe/wanp/townengine 2024-10-14 11:48:46 +03:00
b295c5920c rendering: use sprite batching techniques for rect primitives, unite their render path 2024-10-14 11:46:07 +03:00
f7f27119e1 use static, fixed arrays for circle geometry data instead of allocating for each one 2024-10-13 22:32:59 -03:00
ffab6a3924 cache font _files_ as well to avoid duplicate buffers 2024-10-13 21:34:05 -03:00
82bad550e5 CMakeLists.txt: fixes 2024-10-13 23:43:00 +03:00
19b9812b3e /bin/twn: load symbols from libgame.so 2024-10-13 22:51:48 +03:00
c8a65f2894 only do _GNU_SOURCE on linux 2024-10-13 21:44:32 +03:00
f0d3f6778c fix dynamic link issue 2024-10-13 21:36:01 +03:00
da98c0941b effort to have no warnings once again 2024-10-13 21:32:31 +03:00
d884cd45d9 CMakeLists.txt: visibility=hidden for add targets 2024-10-13 19:42:36 +03:00
d2422735e6 /third-party/physfs/: remove unused archivers, actually make cmake options pass, duh 2024-10-13 19:17:26 +03:00
ed93072371 twn_amalgam.c: a way for single unit compilation, controlled with -DTWN_USE_AMALGAM in cmake 2024-10-13 19:04:23 +03:00
9329d3c2be CMakeLists.txt: use visibility=hidden by default, so that unneeded libtownengine.so symbols are not leaked 2024-10-13 19:03:29 +03:00
ef5d609f4a /bin/build.sh: search for ninja and use it by default 2024-10-13 19:02:27 +03:00
64433cbe18 CMakeLists.txt: precompile physfs.h header 2024-10-13 18:17:32 +03:00
f96d521af2 CMakeLists.txt: don't precompile stb_ds.h, precompile SDL.h 2024-10-13 18:14:36 +03:00
1a7322dccf twn_util.h: separate internal things away, remove indirect includes in places 2024-10-12 21:16:25 +03:00
e70366f82f rework to context: now there's engine and user code copies, renaming of fields, most things that shouldn't be there are hidden 2024-10-12 20:24:47 +03:00
7886650339 /docs/getting_and_compiling.txt: add a note on git lfs install 2024-10-12 19:27:29 +03:00
3a57833ac1 /docs/getting_and_compiling.txt: update to changes 2024-10-12 19:12:20 +03:00
667b599c19 remove /include/twn_config.h, move defauls to relevant headers 2024-10-11 20:21:02 +03:00
cfc9ac9583 fix common-data pack reference for newly places demos 2024-10-11 19:31:30 +03:00
53 changed files with 1324 additions and 621 deletions

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@ -9,11 +9,11 @@ if(NOT EMSCRIPTEN)
endif()
# CMake actually has no default configuration and it's toolchain file dependent, set debug if not specified
if(NOT CMAKE_BUILD_TYPE)
if(NOT DEFINED CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug)
endif()
if(NOT TWN_SANITIZE AND CMAKE_BUILD_TYPE MATCHES Debug)
if(NOT DEFINED TWN_SANITIZE AND CMAKE_BUILD_TYPE MATCHES Debug)
set(TWN_SANITIZE ON)
endif()
@ -24,6 +24,7 @@ set(TWN_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
# feature configuration, set them with -DFEATURE=ON/OFF in cli
option(TWN_FEATURE_DYNLIB_GAME "Enable dynamic library loading support" ON)
option(TWN_USE_AMALGAM "Enable use of twn_amalgam.c as a single compilation unit" ON)
# todo: figure out how to compile for dynamic linking instead
if(EMSCRIPTEN)
@ -41,19 +42,21 @@ if(HAIKU)
endif()
# add -fPIC globally so that it's linked well
add_compile_options($<$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>:-fPIC>)
add_compile_options($<$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>:-fPIC>
-fvisibility=hidden)
set(PHYSFS_BUILD_SHARED FALSE)
set(PHYSFS_DISABLE_INSTALL TRUE)
set(PHYSFS_TARGETNAME_UNINSTALL "physfs_uninstall")
set(PHYSFS_ARCHIVE_GRP OFF)
set(PHYSFS_ARCHIVE_WAD OFF)
set(PHYSFS_ARCHIVE_HOG OFF)
set(PHYSFS_ARCHIVE_MVL OFF)
set(PHYSFS_ARCHIVE_QPAK OFF)
set(PHYSFS_ARCHIVE_SLB OFF)
set(PHYSFS_ARCHIVE_ISO9660 OFF)
set(PHYSFS_ARCHIVE_VDF OFF)
set(PHYSFS_BUILD_SHARED FALSE CACHE INTERNAL "")
set(PHYSFS_DISABLE_INSTALL TRUE CACHE INTERNAL "")
set(PHYSFS_TARGETNAME_UNINSTALL "physfs_uninstall" CACHE INTERNAL "")
set(PHYSFS_ARCHIVE_GRP OFF CACHE BOOL "")
set(PHYSFS_ARCHIVE_WAD OFF CACHE INTERNAL "")
set(PHYSFS_ARCHIVE_HOG OFF CACHE INTERNAL "")
set(PHYSFS_ARCHIVE_MVL OFF CACHE INTERNAL "")
set(PHYSFS_ARCHIVE_QPAK OFF CACHE INTERNAL "")
set(PHYSFS_ARCHIVE_SLB OFF CACHE INTERNAL "")
set(PHYSFS_ARCHIVE_ISO9660 OFF CACHE INTERNAL "")
set(PHYSFS_ARCHIVE_VDF OFF CACHE INTERNAL "")
set(PHYSFS_ARCHIVE_7Z OFF CACHE INTERNAL "")
add_subdirectory(third-party/physfs ${CMAKE_CURRENT_BINARY_DIR}/third-party/physfs SYSTEM)
add_subdirectory(third-party/libxm ${CMAKE_CURRENT_BINARY_DIR}/third-party/libxm SYSTEM)
@ -88,7 +91,8 @@ set(TWN_THIRD_PARTY_SOURCE_FILES
third-party/tomlc99/toml.c
$<$<NOT:$<BOOL:${EMSCRIPTEN}>>:third-party/glad/src/glad.c>)
set(TWN_SOURCE_FILES
set(TWN_NONOPT_SOURCE_FILES
src/twn_stb.c
src/twn_loop.c
src/twn_main.c
src/twn_context.c include/twn_context.h
@ -100,11 +104,15 @@ set(TWN_SOURCE_FILES
src/rendering/twn_draw.c src/rendering/twn_draw_c.h
src/rendering/twn_sprites.c
src/rendering/twn_rects.c
src/rendering/twn_text.c
src/rendering/twn_triangles.c
src/rendering/twn_circles.c
src/rendering/twn_skybox.c
src/rendering/twn_fog.c
src/rendering/twn_fog.c)
set(TWN_SOURCE_FILES
$<IF:$<BOOL:${TWN_USE_AMALGAM}>,src/twn_amalgam.c src/twn_stb.c,${TWN_NONOPT_SOURCE_FILES}>
# for dynamic load based solution main is compiled in a separate target
$<$<NOT:$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>>:src/twn_main.c
@ -113,6 +121,7 @@ set(TWN_SOURCE_FILES
${SYSTEM_SOURCE_FILES})
list(TRANSFORM TWN_SOURCE_FILES PREPEND ${TWN_ROOT_DIR}/)
source_group(TREE ${TWN_ROOT_DIR} FILES ${TWN_NONOPT_SOURCE_FILES})
add_library(twn_third_parties STATIC ${TWN_THIRD_PARTY_SOURCE_FILES})
@ -123,8 +132,6 @@ else()
add_library(${TWN_TARGET} STATIC ${TWN_SOURCE_FILES} ${twn_third_parties})
endif()
source_group(TREE ${TWN_ROOT_DIR} FILES ${TWN_SOURCE_FILES})
set_target_properties(${TWN_TARGET} PROPERTIES
C_STANDARD 11
C_STANDARD_REQUIRED ON
@ -133,7 +140,8 @@ set_target_properties(${TWN_TARGET} PROPERTIES
# precompile commonly used not-so-small headers
target_precompile_headers(${TWN_TARGET} PRIVATE
$<$<NOT:$<BOOL:${EMSCRIPTEN}>>:third-party/glad/include/glad/glad.h>
third-party/stb/stb_ds.h)
${SDL2_INCLUDE_DIR}/SDL.h
third-party/physfs/src/physfs.h)
function(give_options_without_warnings target)
@ -168,20 +176,19 @@ function(give_options_without_warnings target)
target_compile_options(${target} PUBLIC
${BUILD_FLAGS}
$<$<CONFIG:Release>:${BUILD_FLAGS_RELEASE}>
$<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}>
$<$<BOOL:${LINUX}>:-Wl,-rpath,$ORIGIN/>)
$<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}>)
target_link_options(${target} PUBLIC
${BUILD_FLAGS}
# -Wl,--no-undefined # TODO: use later for implementing no-libc
$<$<CONFIG:Release>:${BUILD_FLAGS_RELEASE}>
$<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}>
$<$<BOOL:${LINUX}>:-Wl,-rpath,$ORIGIN/>
-Bsymbolic-functions
-Wl,--hash-style=gnu)
$<$<BOOL:${LINUX}>:-Wl,--hash-style=gnu>)
target_compile_definitions(${target} PRIVATE
$<$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>:TWN_FEATURE_DYNLIB_GAME>)
$<$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>:TWN_FEATURE_DYNLIB_GAME>
$<$<BOOL:${LINUX}>:_GNU_SOURCE>)
endfunction()
@ -193,7 +200,8 @@ function(give_options target)
-Wno-padded
-Wno-declaration-after-statement
-Wno-unsafe-buffer-usage
-Wno-unused-command-line-argument)
-Wno-unused-command-line-argument
-Wno-covered-switch-default)
set(WARNING_FLAGS
-Wall
@ -257,6 +265,8 @@ function(use_townengine target sources output_directory)
# launcher binary, loads game and engine shared library
add_executable(${target} ${TWN_ROOT_DIR}/src/twn_main.c)
target_link_options(${target} PRIVATE $<$<BOOL:${LINUX}>:-Wl,-rpath,$ORIGIN/>)
# todo: copy instead?
# put libtownengine.so alongside the binary
set_target_properties(${TWN_TARGET} PROPERTIES

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@ -13,11 +13,11 @@
#define RIGHT_CLICK_ADD 500
void handle_input(void)
static void handle_input(void)
{
State *state = ctx.udata;
if (ctx.mouse_window_position.y <= 60)
if (ctx.mouse_position.y <= 60)
return;
if (input_is_action_pressed("add_a_bit"))
@ -27,10 +27,12 @@ void handle_input(void)
if (state->bunniesCount < MAX_BUNNIES)
{
state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_bit");
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
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){rand() % 190 + 50, rand() % 160 + 80, 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++;
}
}
@ -43,10 +45,12 @@ void handle_input(void)
if (state->bunniesCount < MAX_BUNNIES)
{
state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_lot");
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
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){rand() % 190 + 50, rand() % 160 + 80, 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++;
}
}
@ -73,32 +77,29 @@ void game_tick(void)
State *state = ctx.udata;
const double delta =
(double)(ctx.delta_time) / 1000.0; // Receiving floating point delta value (diving by 1000 based on vibe)
for (int i = 0; i < state->bunniesCount; i++)
{
state->bunnies[i].position.x += state->bunnies[i].speed.x;
state->bunnies[i].position.y += state->bunnies[i].speed.y;
if (((state->bunnies[i].position.x + BUNNY_W / 2) > ctx.base_draw_w) ||
((state->bunnies[i].position.x + BUNNY_W / 2) < 0))
if (((state->bunnies[i].position.x + (float)BUNNY_W / 2) > (float)ctx.resolution.x) ||
((state->bunnies[i].position.x + (float)BUNNY_W / 2) < 0))
state->bunnies[i].speed.x *= -1;
if (((state->bunnies[i].position.y + BUNNY_H / 2) > ctx.base_draw_h) ||
((state->bunnies[i].position.y + BUNNY_H / 2 - 60) < 0))
if (((state->bunnies[i].position.y + (float)BUNNY_H / 2) > (float)ctx.resolution.y) ||
((state->bunnies[i].position.y + (float)BUNNY_H / 2 - 60) < 0))
state->bunnies[i].speed.y *= -1;
}
handle_input();
// Clear window with Gray color (set the background color this way)
draw_rectangle((Rect){0, 0, ctx.base_draw_w, ctx.base_draw_h}, GRAY);
draw_rectangle((Rect){0, 0, (float)ctx.resolution.x, (float)ctx.resolution.y}, GRAY);
for (int i = 0; i < state->bunniesCount; i++)
{ // Draw each bunny based on their position and color, also scale accordingly
m_sprite(m_set(path, "wabbit_alpha.png"),
m_set(rect, ((Rect){.x = (int)state->bunnies[i].position.x,
.y = (int)state->bunnies[i].position.y,
m_set(rect, ((Rect){.x = state->bunnies[i].position.x,
.y = state->bunnies[i].position.y,
.w = BUNNY_W * SPRITE_SCALE,
.h = BUNNY_H * SPRITE_SCALE})),
m_opt(color, (state->bunnies[i].color)), m_opt(stretch, true), );

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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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@ -1,3 +1,3 @@
[[deps]]
source = "../../common-data" # where does it come from, might be an url
source = "../../../common-data" # where does it come from, might be an url
name = "common-data" # should be globally unique

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@ -19,15 +19,13 @@ static void title_tick(State *state) {
return;
}
m_sprite("/assets/title.png", ((Rect) {
((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 }));
((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 }));
/* draw the tick count as an example of dynamic text */
size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->frame_number) + 1;
char *text_str = cmalloc(text_str_len);
snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
snprintf(text_str, text_str_len, "%lu", state->ctx->frame_number);
const char *font = "fonts/kenney-pixel.ttf";
int text_h = 32;

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@ -1,3 +1,3 @@
[[deps]]
source = "../../common-data" # where does it come from, might be an url
source = "../../../common-data" # where does it come from, might be an url
name = "common-data" # should be globally unique

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@ -17,8 +17,8 @@ static void ingame_tick(State *state) {
if (input_is_mouse_captured()) {
const float sensitivity = 0.6f; /* TODO: put this in a better place */
scn->yaw += (float)ctx.mouse_relative_position.x * sensitivity;
scn->pitch -= (float)ctx.mouse_relative_position.y * sensitivity;
scn->yaw += (float)ctx.mouse_movement.x * sensitivity;
scn->pitch -= (float)ctx.mouse_movement.y * sensitivity;
scn->pitch = clampf(scn->pitch, -89.0f, 89.0f);
const float yaw_rad = scn->yaw * (float)DEG2RAD;
@ -62,8 +62,8 @@ static void ingame_tick(State *state) {
for (int ly = 64; ly--;) {
for (int lx = 64; lx--;) {
float x = SDL_truncf(scn->cam.pos.x + 32 - lx);
float y = SDL_truncf(scn->cam.pos.z + 32 - ly);
float x = SDL_truncf(scn->cam.pos.x + 32 - (float)lx);
float y = SDL_truncf(scn->cam.pos.z + 32 - (float)ly);
float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
@ -89,7 +89,7 @@ static void ingame_tick(State *state) {
}
draw_skybox("/assets/miramar/miramar_*.tga");
draw_fog(0.9, 1.0, 0.05, (Color){ 140, 147, 160, 255 });
draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 });
}

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@ -16,15 +16,13 @@ static void title_tick(State *state) {
return;
}
m_sprite("/assets/title.png", ((Rect) {
((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 }));
((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 }));
/* draw the tick count as an example of dynamic text */
size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
size_t text_str_len = snprintf(NULL, 0, "%llu", state->ctx->frame_number) + 1;
char *text_str = cmalloc(text_str_len);
snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
snprintf(text_str, text_str_len, "%llu", state->ctx->frame_number);
const char *font = "/fonts/kenney-pixel.ttf";
int text_h = 32;
@ -39,8 +37,8 @@ static void title_tick(State *state) {
},
(Color) { 0, 0, 0, 255 }
);
draw_text(text_str, (Vec2){ 0, 0 }, text_h, (Color) { 255, 255, 255, 255 }, font);
draw_text(text_str, (Vec2){ 0, 0 }, text_h, (Color) { 255, 255, 255, 255 }, font);
free(text_str);
}

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@ -1,7 +1,12 @@
#!/bin/env sh
if [ "$1" = "web" ]; then
emcmake cmake -B .build-web "${@:2}" && cmake --build .build-web --parallel
else
cmake -B .build "$@" && cmake --build .build --parallel
# check whether ninja is around (you better start running)
if [ -x "$(command -v ninja)" ]; then
generator="-G Ninja"
fi
if [ "$1" = "web" ]; then
emcmake cmake $generator -B .build-web "${@:2}" && cmake --build .build-web --parallel
else
cmake $generator -B .build "$@" && cmake --build .build --parallel
fi

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@ -16,7 +16,7 @@ case "$1" in
;;
gdb ) unset DEBUGINFOD_URLS
$0 build && gdb -ex run --args "$(basename $PWD)" "${@:2}"
$0 build && gdb --se=libgame.so -ex run --args "$(basename $PWD)" "${@:2}"
;;
apitrace ) case "$2" in

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@ -1,6 +1,7 @@
firstly, make sure to pull git-lfs references with: :git lfs fetch origin main:
you might have to run `git lfs install` before that
install cmake and sdl2-dev packages in manner suitable to your distribution
add /tools/ directory to your $PATH, for example, with :source hooks:
add /bin/ directory to your $PATH, you can do it cleanly with :source hooks: command
navigate to one of /apps/ folders for demos
run `twn build` to build
runnable apps should have the same name as app folder it is in

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@ -4,6 +4,7 @@ for that certain steps are taken:
* number of public api calls is kept at the minimum
* procedure signatures can only use basic types, no aggregates, with exception of Vec/Matrix types and alike,
with no expectation on new additions (see /include/twn_types.h)
* optionals can be expressed via pointer passage of value primitives, with NULL expressive default
* /include/twn_game_api.json file is hand-kept with a schema to aid automatic generation and other tooling
one of main inspirations for that is opengl model

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@ -1,7 +1,7 @@
#ifndef TWN_CAMERA_H
#define TWN_CAMERA_H
#include "twn_util.h"
#include "twn_types.h"
#include "twn_engine_api.h"
/* TODO: make it cached? */

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@ -1,25 +0,0 @@
#ifndef TWN_CONFIG_H
#define TWN_CONFIG_H
/* TODO: consider if it's still necessary to keep these in one place */
#define PACKAGE_EXTENSION "btw"
#define TICKS_PER_SECOND_DEFAULT 60
#define BASE_RENDER_WIDTH_DEFAULT 640
#define BASE_RENDER_HEIGHT_DEFAULT 360
#define TEXTURE_ATLAS_SIZE_DEFAULT 2048
#define TEXTURE_ATLAS_BIT_DEPTH 32
#define TEXTURE_ATLAS_FORMAT SDL_PIXELFORMAT_RGBA32
#define KEYBIND_SLOTS_DEFAULT 3
#define AUDIO_FREQUENCY 48000
#define TEXT_FONT_TEXTURE_SIZE_DEFAULT 2048
#define TEXT_FONT_OVERSAMPLING_DEFAULT 4
#define TEXT_FONT_FILTERING_DEFAULT TEXTURE_FILTER_LINEAR
#endif

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@ -1,47 +1,46 @@
#ifndef TWN_CONTEXT_H
#define TWN_CONTEXT_H
#include "twn_input.h"
#include "twn_types.h"
#include "twn_engine_api.h"
#include <stdbool.h>
#include <stdint.h>
/* context that is valid for current frame */
/* changes to it should not have an effect, unless specified */
/* TODO: ensure the statement above */
/* context that is only valid for current frame */
/* any changes to it will be dropped, unless explicitly stated */
typedef struct Context {
/* you may read from and write to these from game code */
/* you may read from and write to this one from game code */
/* it is ensured to persist between initializations */
void *udata;
/* TODO: is it what we actually want? */
int64_t delta_time; /* preserves real time frame delta with no manipilation */
uint64_t tick_count;
/* which frame is it, starting from 0 at startup */
uint64_t frame_number;
Vec2i mouse_window_position;
Vec2i mouse_relative_position;
/* real time spent on one frame (in seconds) */
/* townengine is fixed step based, so you don't have */
/* TODO: actually set it */
float frame_duration;
/* set just once on startup */
/* resolution is set from config and dictates both logical and drawing space, as they're related */
/* even if scaling is done, game logic should never change over that */
Vec2i resolution;
Vec2i mouse_position;
Vec2i mouse_movement;
/* is set on startup, should be used as source of randomness */
uint64_t random_seed;
/* this should be a multiple of the current ticks per second */
/* use it to simulate low framerate (e.g. at 60 tps, set to 2 for 30 fps) */
/* it can be changed at runtime; any resulting logic anomalies are bugs */
unsigned int update_multiplicity;
/* TODO: use Vec2i? */
int window_w;
int window_h;
int base_draw_w;
int base_draw_h;
/* whether debugging logic should be enabled in user code */
bool debug;
bool is_running;
bool window_size_has_changed;
/* is set to true when state is invalidated and needs to be rebuilt */
/* watch for it and handle properly! */
bool initialization_needed;
} Context;
/* when included after twn_engine_context there's an 'ctx' defined already */
#ifndef TWN_ENGINE_CONTEXT_C_H
TWN_API extern Context ctx;
#endif

View File

@ -1,7 +1,7 @@
#ifndef TWN_DRAW_H
#define TWN_DRAW_H
#include "twn_util.h"
#include "twn_types.h"
#include "twn_option.h"
#include "twn_camera.h"
#include "twn_engine_api.h"
@ -22,6 +22,7 @@ TWN_API void draw_sprite(char const *path,
TWN_API void draw_rectangle(Rect rect, Color color);
/* pushes a filled circle onto the circle render queue */
/* note that its edges may look jagged with a radius larger than 2048 */
TWN_API void draw_circle(Vec2 position, float radius, Color color);
/* TODO: have font optional, with something minimal coming embedded */

View File

@ -4,7 +4,7 @@
#if defined(__WIN32)
#define TWN_API __declspec(dllexport)
#else
#define TWN_API
#define TWN_API __attribute__((visibility("default")))
#endif
#endif

View File

@ -1,22 +1,23 @@
/* include this header in game code to get the usable parts of the engine */
#ifndef GAME_API_H
#define GAME_API_H
#ifndef TWN_GAME_API_H
#define TWN_GAME_API_H
#include "twn_input.h"
#include "twn_context.h"
#include "twn_draw.h"
#include "twn_audio.h"
#include "twn_util.h"
#include "twn_input.h"
#include "twn_engine_api.h"
#include "twn_util.h"
#ifndef TWN_NOT_C
/* sole game logic and display function.
all state must be used from and saved to supplied state pointer. */
TWN_API extern void game_tick(void);
/* called when application is closing. */
TWN_API extern void game_end(void);
/* sole game logic and display function.
all state must be used from and saved to supplied state pointer. */
TWN_API extern void game_tick(void);
/* called when application is closing. */
TWN_API extern void game_end(void);
#endif
#endif

View File

@ -1,7 +1,6 @@
#ifndef TWN_INPUT_H
#define TWN_INPUT_H
#include "twn_config.h"
#include "twn_types.h"
#include "twn_engine_api.h"
#include "twn_control.h"

View File

@ -1,6 +1,9 @@
#ifndef TWN_TEXTURES_MODES_H
#define TWN_TEXTURES_MODES_H
/* TODO: rename, as it doesn't have to be about textures only, but blending */
/* TODO: move from public /include/ tree */
/* alpha channel information */
typedef enum TextureMode {
TEXTURE_MODE_OPAQUE, /* all pixels are solid */

View File

@ -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

@ -1,23 +1,15 @@
#ifndef UTIL_H
#define UTIL_H
#ifndef TWN_UTIL_H
#define TWN_UTIL_H
#include "twn_types.h"
#include "twn_engine_api.h"
#include "twn_types.h"
#include <stdint.h>
#include <stddef.h>
#include <stdbool.h>
#include <math.h>
/* DON'T FORGET ABOUT DOUBLE EVALUATION */
/* YOU THINK YOU WON'T, AND THEN YOU DO */
/* C23's typeof could fix it, so i will */
/* leave them as macros to be replaced. */
/* use the macro in tgmath.h for floats */
#define MAX SDL_max
#define MIN SDL_min
#ifndef M_PI
#define M_PI 3.14159265358979323846264338327950288 /**< pi */
#endif
@ -26,16 +18,13 @@
#define DEG2RAD (M_PI / 180)
#define RAD2DEG (180 / M_PI)
#ifndef TWN_NOT_C
/* */
/* GENERAL UTILITIES */
/* */
TWN_API void *cmalloc(size_t size);
TWN_API void *crealloc(void *ptr, size_t size);
TWN_API void *ccalloc(size_t num, size_t size);
TWN_API void cry_impl(const char *file, const int line, const char *title, const char *text);
#define CRY(title, text) cry_impl(__FILE__, __LINE__, title, text)
#define CRY_SDL(title) cry_impl(__FILE__, __LINE__, title, SDL_GetError())
#define CRY_PHYSFS(title) \
cry_impl(__FILE__, __LINE__, title, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()))
#endif /* TWN_NOT_C */
TWN_API void log_info(const char *restrict format, ...);
@ -43,18 +32,6 @@ TWN_API void log_critical(const char *restrict format, ...);
TWN_API void log_warn(const char *restrict format, ...);
/* for when there's absolutely no way to continue */
TWN_API _Noreturn void die_abruptly(void);
/* "critical" allocation functions which will log and abort() on failure. */
/* if it is reasonable to handle this gracefully, use the standard versions. */
/* the stb implementations will be configured to use these */
TWN_API void *cmalloc(size_t size);
TWN_API void *crealloc(void *ptr, size_t size);
TWN_API void *ccalloc(size_t num, size_t size);
/* TODO: this is why generics were invented. sorry, i'm tired today */
TWN_API double clamp(double d, double min, double max);
TWN_API float clampf(float f, float min, float max);

View File

@ -1,5 +1,6 @@
#include "twn_game_object_c.h"
#include "twn_engine_context_c.h"
#include "twn_util_c.h"
#include <x-watcher.h>
#include <SDL2/SDL.h>
@ -38,7 +39,7 @@ static void load_game_object(void) {
goto ERR_OPENING_SO;
}
#pragma GCC diagnostic push
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpedantic"
game_tick_callback = (void (*)(void))dlsym(new_handle, "game_tick");
@ -57,7 +58,7 @@ static void load_game_object(void) {
handle = new_handle;
if (ctx.game.tick_count != 0)
if (ctx.game.frame_number != 0)
log_info("Game object was reloaded\n");
return;
@ -82,13 +83,20 @@ static void watcher_callback(XWATCHER_FILE_EVENT event,
(void)data;
switch(event) {
case XWATCHER_FILE_CREATED:
case XWATCHER_FILE_MODIFIED:
SDL_LockMutex(lock);
last_tick_modified = ctx.game.tick_count;
last_tick_modified = ctx.game.frame_number;
loaded_after_modification = false;
SDL_UnlockMutex(lock);
break;
case XWATCHER_FILE_UNSPECIFIED:
case XWATCHER_FILE_REMOVED:
case XWATCHER_FILE_OPENED:
case XWATCHER_FILE_ATTRIBUTES_CHANGED:
case XWATCHER_FILE_NONE:
case XWATCHER_FILE_RENAMED:
default:
break;
}
@ -129,7 +137,7 @@ bool game_object_try_reloading(void) {
/* only load the modified library after some time, as compilers make a lot of modifications */
SDL_LockMutex(lock);
if (ctx.game.tick_count - last_tick_modified > MODIFIED_TICKS_MERGED &&
if (ctx.game.frame_number - last_tick_modified > MODIFIED_TICKS_MERGED &&
!loaded_after_modification) {
load_game_object();
loaded_after_modification = true;

View File

@ -1,5 +1,6 @@
#include "twn_game_object_c.h"
#include "twn_engine_context_c.h"
#include "twn_util_c.h"
#include <errhandlingapi.h>
#include <libloaderapi.h>
@ -48,7 +49,7 @@ static void load_game_object(void) {
handle = new_handle;
if (ctx.game.tick_count != 0)
if (ctx.game.frame_number != 0)
log_info("Game object was reloaded\n");
return;

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"
@ -22,28 +21,17 @@ void draw_circle(Vec2 position, float radius, Color color) {
arrput(ctx.render_queue_2d, primitive);
}
/* TODO: caching and reuse scheme */
/* vertices_out and indices_out MUST BE FREED */
void create_circle_geometry(Vec2 position,
Color color,
float radius,
size_t num_vertices,
SDL_Vertex **vertices_out,
int **indices_out)
Vec2 vertices[])
{
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 };
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;
@ -52,37 +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;
}
*vertices_out = vertices;
*indices_out = indices;
}

View File

@ -35,22 +35,6 @@ void render_queue_clear(void) {
}
/* rectangle */
void draw_rectangle(Rect rect, Color color) {
RectPrimitive rectangle = {
.rect = rect,
.color = color,
};
Primitive2D primitive = {
.type = PRIMITIVE_2D_RECT,
.rect = rectangle,
};
arrput(ctx.render_queue_2d, primitive);
}
void draw_9slice(const char *texture_path, int texture_w, int texture_h, int border_thickness, Rect rect, Color color) {
const float bt = (float)border_thickness; /* i know! */
const float bt2 = bt * 2; /* combined size of the two borders in an axis */
@ -197,34 +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 SpriteBatch batch =
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_sprites(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:
render_rectangle(&current->rect);
case PRIMITIVE_2D_RECT: {
const struct QuadBatch batch =
collect_rect_batch(current, render_queue_len - i);
struct Render2DInvocation const invocation = {
.primitive = current,
.quad_batch = batch,
.layer = layer,
};
if (batch.mode == TEXTURE_MODE_GHOSTLY)
arrput(ghostly_invocations, invocation);
else
arrput(opaque_invocations, invocation);
i += batch.size - 1;
break;
case PRIMITIVE_2D_CIRCLE:
render_circle(&current->circle);
}
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:
render_text(&current->text);
}
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(&invocation.primitive->circle);
break;
case PRIMITIVE_2D_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);
}
@ -250,33 +352,33 @@ void render(void) {
textures_update_atlas(&ctx.texture_cache);
/* fit rendering context onto the resizable screen */
if (ctx.game.window_size_has_changed) {
if ((float)ctx.game.window_w / (float)ctx.game.window_h > (float)ctx.base_render_width / (float)ctx.base_render_height) {
float ratio = (float)ctx.game.window_h / (float)ctx.base_render_height;
if (ctx.window_size_has_changed) {
if ((float)ctx.window_dims.x / (float)ctx.window_dims.y > (float)ctx.base_render_width / (float)ctx.base_render_height) {
float ratio = (float)ctx.window_dims.y / (float)ctx.base_render_height;
int w = (int)((float)ctx.base_render_width * ratio);
setup_viewport(
ctx.game.window_w / 2 - w / 2,
ctx.window_dims.x / 2 - w / 2,
0,
w,
ctx.game.window_h
ctx.window_dims.y
);
} else {
float ratio = (float)ctx.game.window_w / (float)ctx.base_render_width;
float ratio = (float)ctx.window_dims.x / (float)ctx.base_render_width;
int h = (int)((float)ctx.base_render_height * ratio);
setup_viewport(
0,
ctx.game.window_h / 2 - h / 2,
ctx.game.window_w,
ctx.window_dims.y / 2 - h / 2,
ctx.window_dims.x,
h
);
}
}
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;
@ -126,22 +129,25 @@ void render(void);
/* clears all render queues */
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_out,
int **indices_out);
Vec2 vertices[]);
struct SpriteBatch {
struct QuadBatch {
size_t size; /* how many primitives are in current batch */
TextureMode mode;
TextureMode mode; /* how color should be applied */
bool constant_colored; /* whether colored batch is uniformly colored */
bool repeat; /* whether repeat is needed */
} collect_sprite_batch(const Primitive2D primitives[], size_t len);
void render_sprites(const Primitive2D primitives[],
const struct SpriteBatch batch);
bool textured;
} collect_quad_batch(const Primitive2D primitives[], size_t len);
void render_quad_batch(const Primitive2D primitives[], struct QuadBatch batch);
struct QuadBatch collect_sprite_batch(const Primitive2D primitives[], size_t len);
struct QuadBatch collect_rect_batch(const Primitive2D primitives[], size_t len);
void render_sprite_batch(const Primitive2D primitives[], struct QuadBatch batch);
void render_rect_batch(const Primitive2D primitives[], struct QuadBatch batch);
void draw_uncolored_space_traingle_batch(MeshBatch *batch,
TextureKey texture_key);
@ -160,16 +166,18 @@ 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 *data, size_t bytes);
void specify_vertex_buffer(VertexBuffer buffer, void const *data, size_t bytes);
/* uses present in 1.5 buffer mapping feature */
VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes);
/* collects bytes for sending to the gpu until all is pushed, which is when false is returned */
bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
void *bytes,
void const *bytes,
size_t size);
/* state */
@ -182,7 +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);
@ -194,17 +204,17 @@ void use_2d_pipeline(void);
void use_texture_mode(TextureMode mode);
void finally_render_sprites(Primitive2D const primitives[],
struct SpriteBatch batch,
VertexBuffer buffer);
void finally_render_quads(Primitive2D const primitives[],
struct QuadBatch batch,
VertexBuffer buffer);
size_t get_sprite_payload_size(struct SpriteBatch batch);
size_t get_quad_payload_size(struct QuadBatch batch);
bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch batch,
VertexBufferBuilder *builder,
Vec2 v0, Vec2 v1, Vec2 v2, Vec2 v3,
Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
Color color);
bool push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
VertexBufferBuilder *builder,
Vec2 v0, Vec2 v1, Vec2 v2, Vec2 v3,
Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
Color color);
void finally_draw_uncolored_space_traingle_batch(MeshBatch const *batch,
TextureKey texture_key,
@ -233,4 +243,8 @@ void pop_fog(void);
void finally_pop_fog(void);
void start_render_frame(void);
void end_render_frame(void);
#endif

View File

@ -1,5 +1,5 @@
#include "twn_gpu_texture_c.h"
#include "twn_util.h"
#include "twn_util_c.h"
GPUTexture create_gpu_texture(TextureFilter filter, bool generate_mipmaps) {

View File

@ -1,17 +1,17 @@
#include "twn_draw_c.h"
#include "twn_util.h"
#include "twn_util_c.h"
#include "twn_config.h"
#include "twn_engine_context_c.h"
#include "twn_text_c.h"
#include "twn_types.h"
#include <glad/glad.h>
#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;
@ -31,7 +31,6 @@ typedef struct ElementIndexedQuad {
Color c3;
} ElementIndexedQuad;
typedef struct ElementIndexedQuadWithoutColor {
/* upper-left */
Vec2 v0;
@ -48,6 +47,75 @@ typedef struct ElementIndexedQuadWithoutColor {
} ElementIndexedQuadWithoutColor;
typedef struct ElementIndexedQuadWithoutTexture {
/* upper-left */
Vec2 v0;
Color c0;
/* bottom-left */
Vec2 v1;
Color c1;
/* bottom-right */
Vec2 v2;
Color c2;
/* upper-right */
Vec2 v3;
Color c3;
} ElementIndexedQuadWithoutTexture;
typedef struct ElementIndexedQuadWithoutColorWithoutTexture {
/* upper-left */
Vec2 v0;
/* bottom-left */
Vec2 v1;
/* bottom-right */
Vec2 v2;
/* upper-right */
Vec2 v3;
} 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,
@ -55,10 +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;
/* 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;
@ -91,11 +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();
@ -127,80 +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 upload_quad_vertices(Rect rect) {
/* client memory needs to be reachable on glDraw*, so */
static float vertices[6 * 2];
vertices[0] = rect.x; vertices[1] = rect.y;
vertices[2] = rect.x; vertices[3] = rect.y + rect.h;
vertices[4] = rect.x + rect.w; vertices[5] = rect.y + rect.h;
vertices[6] = rect.x + rect.w; vertices[7] = rect.y + rect.h;
vertices[8] = rect.x + rect.w; vertices[9] = rect.y;
vertices[10] = rect.x; vertices[11] = rect.y;
glVertexPointer(2, GL_FLOAT, 0, (void *)&vertices);
}
void render_rectangle(const RectPrimitive *rectangle) {
glColor4ub(rectangle->color.r, rectangle->color.g,
rectangle->color.b, rectangle->color.a);
glEnableClientState(GL_VERTEX_ARRAY);
upload_quad_vertices(rectangle->rect);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
}
void render_circle(const CirclePrimitive *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);
SDL_free(vertices);
SDL_free(indices);
}
void use_texture_mode(TextureMode mode) {
DeferredCommand const command = {
.type = DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE,
.use_texture_mode = { mode }
};
arrpush(deferred_commands, command);
}
static void finally_use_texture_mode(TextureMode mode) {
if (texture_mode_last_used == mode)
return;
static GLuint lists = 0;
if (!lists) {
lists = glGenLists(3);
@ -209,7 +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();
@ -217,7 +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);
@ -239,6 +524,8 @@ void use_texture_mode(TextureMode mode) {
} else {
glCallList(lists + 2);
}
texture_mode_last_used = mode;
}
@ -258,11 +545,11 @@ VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes) {
bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
void *bytes, size_t size) {
void const *bytes, size_t size) {
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 */
@ -277,92 +564,107 @@ bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder,
}
void finally_render_sprites(const Primitive2D primitives[],
const struct SpriteBatch batch,
const VertexBuffer buffer)
void finally_render_quads(const Primitive2D primitives[],
const struct QuadBatch batch,
const VertexBuffer buffer)
{
(void)buffer;
DeferredCommandDraw command = {0};
GLsizei off;
GLsizei voff;
GLsizei uvoff;
GLsizei off = 0, voff = 0, uvoff = 0, coff = 0;
if (!batch.constant_colored) {
if (!batch.constant_colored && batch.textured) {
off = offsetof(ElementIndexedQuad, v1);
voff = offsetof(ElementIndexedQuad, v0);
uvoff = offsetof(ElementIndexedQuad, uv0);
} else {
coff = offsetof(ElementIndexedQuad, c0);
} else if (batch.constant_colored && batch.textured) {
off = offsetof(ElementIndexedQuadWithoutColor, v1);
voff = offsetof(ElementIndexedQuadWithoutColor, v0);
uvoff = offsetof(ElementIndexedQuadWithoutColor, uv0);
} else if (!batch.constant_colored && !batch.textured) {
off = offsetof(ElementIndexedQuadWithoutTexture, v1);
voff = offsetof(ElementIndexedQuadWithoutTexture, v0);
coff = offsetof(ElementIndexedQuad, c0);
} else if (batch.constant_colored && !batch.textured) {
off = offsetof(ElementIndexedQuadWithoutColorWithoutTexture, v1);
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
};
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 *)offsetof(ElementIndexedQuad, c0));
} 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.repeat)
textures_bind(&ctx.texture_cache, primitives->sprite.texture_key);
else
textures_bind_repeating(&ctx.texture_cache, primitives->sprite.texture_key);
if (batch.textured) {
/* 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
};
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
if (!batch.constant_colored)
glDisableClientState(GL_COLOR_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
arrpush(deferred_commands, final_command);
}
size_t get_sprite_payload_size(struct SpriteBatch batch) {
if (batch.constant_colored)
size_t get_quad_payload_size(struct QuadBatch batch) {
if (batch.constant_colored && batch.textured)
return sizeof (ElementIndexedQuadWithoutColor);
else
else if (!batch.constant_colored && batch.textured)
return sizeof (ElementIndexedQuad);
else if (batch.constant_colored && !batch.textured)
return sizeof (ElementIndexedQuadWithoutTexture);
else if (!batch.constant_colored && !batch.textured)
return sizeof (ElementIndexedQuadWithoutColorWithoutTexture);
SDL_assert(false);
return 0;
}
bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch batch,
VertexBufferBuilder *builder,
Vec2 v0, Vec2 v1, Vec2 v2, Vec2 v3,
Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
Color color)
bool push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch,
VertexBufferBuilder *builder,
Vec2 v0, Vec2 v1, Vec2 v2, Vec2 v3,
Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3,
Color color)
{
if (!batch.constant_colored) {
ElementIndexedQuad buffer_element = {
if (!batch.constant_colored && batch.textured) {
ElementIndexedQuad const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
@ -375,15 +677,15 @@ bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch 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);
} else {
ElementIndexedQuadWithoutColor buffer_element = {
} else if (batch.constant_colored && batch.textured) {
ElementIndexedQuadWithoutColor const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
@ -395,8 +697,37 @@ bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch batch,
.uv3 = uv3,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
} else if (!batch.constant_colored && !batch.textured) {
ElementIndexedQuadWithoutTexture const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
/* equal for all (flat shaded) */
.c0 = color,
// .c1 = color,
.c2 = color,
// .c3 = color,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
} else if (batch.constant_colored && !batch.textured) {
ElementIndexedQuadWithoutColorWithoutTexture const buffer_element = {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
};
return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element);
}
SDL_assert(false);
return false;
}
@ -465,44 +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);
}
@ -531,6 +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;
@ -697,3 +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

@ -1,6 +1,6 @@
#include "twn_draw_c.h"
#include "twn_engine_context_c.h"
#include "twn_util.h"
#include "twn_util_c.h"
#ifdef EMSCRIPTEN
#include <GLES2/gl2.h>
@ -26,65 +26,66 @@ void delete_vertex_buffer(VertexBuffer buffer) {
}
void specify_vertex_buffer(VertexBuffer buffer, void *data, size_t bytes) {
void specify_vertex_buffer(VertexBuffer buffer, void const *data, size_t bytes) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, bytes, data, GL_STREAM_DRAW);
}
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 */
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;
}

30
src/rendering/twn_quads.c Normal file
View File

@ -0,0 +1,30 @@
#include "twn_draw_c.h"
#include <stddef.h>
struct QuadBatch collect_quad_batch(const Primitive2D primitives[], size_t len) {
if (primitives[0].type == PRIMITIVE_2D_SPRITE)
return collect_sprite_batch(primitives, len);
else if (primitives[0].type == PRIMITIVE_2D_RECT)
return collect_rect_batch(primitives, len);
else
SDL_assert(false);
return (struct QuadBatch){0};
}
/* assumes that orthogonal matrix setup is done already */
void render_quad_batch(const Primitive2D primitives[],
const struct QuadBatch batch)
{
if (primitives[0].type == PRIMITIVE_2D_SPRITE)
render_sprite_batch(primitives, batch);
else if (primitives[0].type == PRIMITIVE_2D_RECT)
render_rect_batch(primitives, batch);
else
SDL_assert(false);
return (struct QuadBatch){0};
}

102
src/rendering/twn_rects.c Normal file
View File

@ -0,0 +1,102 @@
#include "twn_draw.h"
#include "twn_draw_c.h"
#include "twn_engine_context_c.h"
#include "twn_util.h"
#include "twn_util_c.h"
#include "twn_textures_c.h"
#include "twn_option.h"
#include <stb_ds.h>
#include <stdbool.h>
#include <stddef.h>
void draw_rectangle(Rect rect, Color color) {
RectPrimitive rectangle = {
.rect = rect,
.color = color,
};
Primitive2D primitive = {
.type = PRIMITIVE_2D_RECT,
.rect = rectangle,
};
arrput(ctx.render_queue_2d, primitive);
}
struct QuadBatch collect_rect_batch(const Primitive2D primitives[], size_t len) {
SDL_assert(primitives[0].type == PRIMITIVE_2D_RECT);
SDL_assert(primitives && len != 0);
struct QuadBatch batch = {
.mode = primitives[0].rect.color.a == 255 ? TEXTURE_MODE_OPAQUE : TEXTURE_MODE_GHOSTLY,
.constant_colored = true,
};
const uint32_t uniform_color = *(const uint32_t *)&primitives[0].rect.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 Primitive2D *const current = &primitives[i];
/* don't touch things other than rectangles */
if (current->type != PRIMITIVE_2D_RECT)
break;
/* only collect the same blend modes */
if ((current->rect.color.a == 255 ? TEXTURE_MODE_OPAQUE : TEXTURE_MODE_GHOSTLY) != batch.mode)
break;
/* if all are modulated the same we can skip sending the color data */
if (*(const uint32_t *)&current->rect.color != uniform_color)
batch.constant_colored = false;
++batch.size;
}
return batch;
}
/* assumes that orthogonal matrix setup is done already */
void render_rect_batch(const Primitive2D primitives[],
const struct QuadBatch batch)
{
SDL_assert(primitives && batch.size != 0);
SDL_assert(primitives[0].type == PRIMITIVE_2D_RECT);
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
VertexBuffer const vertex_array = get_scratch_vertex_array();
use_texture_mode(batch.mode);
/* vertex population over a vertex buffer builder interface */
{
VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_quad_payload_size(batch) * batch.size);
for (size_t i = 0; i < batch.size; ++i) {
/* render opaques front to back, to gain benefit of an early z rejection */
const size_t cur = batch.mode == TEXTURE_MODE_GHOSTLY ? i : batch.size - i - 1;
const RectPrimitive rect = primitives[cur].rect;
Vec2 v0 = { rect.rect.x, rect.rect.y };
Vec2 v1 = { rect.rect.x, rect.rect.y + rect.rect.h };
Vec2 v2 = { rect.rect.x + rect.rect.w, rect.rect.y + rect.rect.h };
Vec2 v3 = { rect.rect.x + rect.rect.w, rect.rect.y };
push_quad_payload_to_vertex_buffer_builder(
batch, &payload,
v0, v1, v2, v3,
(Vec2){0}, (Vec2){0}, (Vec2){0}, (Vec2){0},
rect.color);
}
}
finally_render_quads(primitives, batch, vertex_array);
}

View File

@ -3,7 +3,7 @@
#include <SDL2/SDL.h>
char *paths_in_use;
static char *paths_in_use;
void draw_skybox(const char *paths) {
if (paths_in_use && SDL_strcmp(paths, paths_in_use) == 0)

View File

@ -60,15 +60,18 @@ void draw_sprite_args(const DrawSpriteArgs args) {
}
struct SpriteBatch collect_sprite_batch(const Primitive2D primitives[], size_t len) {
/* assumes that first primitive is already a sprite */
struct QuadBatch collect_sprite_batch(const Primitive2D primitives[], size_t len) {
SDL_assert(primitives[0].type == PRIMITIVE_2D_SPRITE);
SDL_assert(primitives && len != 0);
const uint16_t texture_key_id = primitives[0].sprite.texture_key.id;
const int atlas_id = textures_get_atlas_id(&ctx.texture_cache, primitives[0].sprite.texture_key);
struct SpriteBatch batch = {
struct QuadBatch batch = {
.mode = textures_get_mode(&ctx.texture_cache, primitives[0].sprite.texture_key),
.constant_colored = true,
.repeat = primitives[0].sprite.repeat,
.textured = true,
};
const uint32_t uniform_color = *(const uint32_t *)&primitives[0].sprite.color;
@ -116,35 +119,40 @@ struct SpriteBatch collect_sprite_batch(const Primitive2D primitives[], size_t l
/* assumes that orthogonal matrix setup is done already */
void render_sprites(const Primitive2D primitives[],
const struct SpriteBatch batch)
void render_sprite_batch(const Primitive2D primitives[],
const struct QuadBatch batch)
{
/* 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();
SDL_assert(primitives && batch.size != 0);
SDL_assert(primitives[0].type == PRIMITIVE_2D_SPRITE);
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_sprite_payload_size(batch) * batch.size);
VertexBufferBuilder payload = build_vertex_buffer(vertex_array, get_quad_payload_size(batch) * batch.size);
for (size_t i = 0; i < batch.size; ++i) {
/* render opaques front to back */
/* render opaques front to back, to gain benefit of an early z rejection */
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;
@ -199,9 +207,14 @@ void render_sprites(const Primitive2D primitives[],
v2 = (Vec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y + sprite.rect.h };
v3 = (Vec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y };
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wfloat-equal"
} else if (sprite.rect.w == sprite.rect.h) {
/* rotated square case */
#pragma GCC diagnostic pop
const Vec2 c = frect_center(sprite.rect);
const Vec2 t = fast_cossine(sprite.rotation + (float)M_PI_4);
const Vec2 d = {
@ -228,9 +241,9 @@ void render_sprites(const Primitive2D primitives[],
v3 = (Vec2){ c.x + t.x * +h.x - t.y * -h.y, c.y + t.y * +h.x + t.x * -h.y };
}
push_sprite_payload_to_vertex_buffer_builder(batch, &payload, v0, v1, v2, v3, uv0, uv1, uv2, uv3, sprite.color);
push_quad_payload_to_vertex_buffer_builder(batch, &payload, v0, v1, v2, v3, uv0, uv1, uv2, uv3, sprite.color);
}
}
finally_render_sprites(primitives, batch, vertex_array);
finally_render_quads(primitives, batch, vertex_array);
}

View File

@ -1,11 +1,11 @@
#include "twn_draw_c.h"
#include "twn_draw.h"
#include "twn_util.h"
#include "twn_config.h"
#include "twn_util_c.h"
#include "twn_engine_context_c.h"
#include <stb_truetype.h>
#include <stb_ds.h>
#define ASCII_START 32
#define ASCII_END 128
@ -31,6 +31,19 @@ typedef struct StringArena {
static StringArena string_arena;
typedef struct FontFileBuffer {
size_t len;
unsigned char *buffer;
} FontFileBuffer;
typedef struct FontFileCacheItem {
char *key;
FontFileBuffer value;
} FontFileCacheItem;
static FontFileCacheItem *font_file_cache_hash;
static void string_arena_init(StringArena *arena) {
arena->head = cmalloc(sizeof *arena->head);
arena->current_block = arena->head;
@ -102,13 +115,23 @@ static FontData *text_load_font_data(const char *path, int height_px) {
unsigned char* bitmap = ccalloc(ctx.font_texture_size * ctx.font_texture_size, 1);
{
unsigned char *buf = NULL;
int64_t buf_len = file_to_bytes(path, &buf);
unsigned char *buf = NULL;
int64_t buf_len = 0;
/* if the file was already loaded just get it */
FontFileCacheItem *font_file_ptr = shgetp_null(font_file_cache_hash, path);
if (font_file_ptr != NULL) {
buf = font_file_ptr->value.buffer;
buf_len = font_file_ptr->value.len;
} else {
buf_len = file_to_bytes(path, &buf);
FontFileBuffer buffer = { buf_len, buf };
shput(font_file_cache_hash, path, buffer);
}
stbtt_InitFont(&font_data->info, buf, stbtt_GetFontOffsetForIndex(buf, 0));
/* might as well get these now, for later */
font_data->file_bytes = buf;
font_data->file_bytes_len = buf_len;
font_data->scale_factor = stbtt_ScaleForPixelHeight(&font_data->info, (float)height_px);
stbtt_GetFontVMetrics(
&font_data->info,
@ -142,16 +165,13 @@ static FontData *text_load_font_data(const char *path, int height_px) {
static void text_destroy_font_data(FontData *font_data) {
SDL_free(font_data->file_bytes);
delete_gpu_texture(font_data->texture);
SDL_free(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);
@ -192,7 +212,7 @@ static void text_draw_with(FontData* font_data, char* text, Vec2 position, Color
static void ensure_font_cache(const char *font_path, int height_px) {
/* HACK: stupid, bad, don't do this */
/* HACK: don't */
bool is_cached = false;
for (size_t i = 0; i < arrlenu(ctx.text_cache.data); ++i) {
FontData *font_data = ctx.text_cache.data[i];
@ -229,6 +249,8 @@ void render_text(const TextPrimitive *text) {
void text_cache_init(TextCache *cache) {
arrsetlen(cache->data, 0);
string_arena_init(&string_arena);
sh_new_arena(font_file_cache_hash);
}
@ -237,8 +259,13 @@ void text_cache_deinit(TextCache *cache) {
text_destroy_font_data(ctx.text_cache.data[i]);
}
arrfree(cache->data);
for (size_t i = 0; i < shlenu(font_file_cache_hash); ++i) {
SDL_free(font_file_cache_hash[i].value.buffer);
}
shfree(font_file_cache_hash);
string_arena_deinit(&string_arena);
arrfree(cache->data);
}

View File

@ -12,14 +12,16 @@
#define ASCII_END 128
#define NUM_DISPLAY_ASCII ((ASCII_END - ASCII_START) + 1)
#define TEXT_FONT_TEXTURE_SIZE_DEFAULT 2048
#define TEXT_FONT_OVERSAMPLING_DEFAULT 4
#define TEXT_FONT_FILTERING_DEFAULT TEXTURE_FILTER_LINEAR
typedef struct FontData {
stbtt_packedchar char_data[NUM_DISPLAY_ASCII];
stbtt_fontinfo info;
const char *file_path;
unsigned char *file_bytes;
size_t file_bytes_len;
GPUTexture texture;

View File

@ -35,7 +35,7 @@ void draw_triangle(const char *path,
.uv2 = uv2,
}};
union UncoloredSpaceTriangle *triangles = (union UncoloredSpaceTriangle *)batch_p->value.primitives;
union UncoloredSpaceTriangle *triangles = (union UncoloredSpaceTriangle *)(void *)batch_p->value.primitives;
arrpush(triangles, triangle);
batch_p->value.primitives = (uint8_t *)triangles;
@ -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);
@ -66,7 +64,7 @@ void draw_uncolored_space_traingle_batch(struct MeshBatch *batch,
/* update pixel-based uvs to correspond with texture atlases */
for (size_t i = 0; i < primitives_len; ++i) {
struct UncoloredSpaceTrianglePayload *payload =
&((union UncoloredSpaceTriangle *)batch->primitives)[i].payload;
&((union UncoloredSpaceTriangle *)(void *)batch->primitives)[i].payload;
payload->uv0.x = xr + ((float)payload->uv0.x / srcrect.w) * wr;
payload->uv0.y = yr + ((float)payload->uv0.y / srcrect.h) * hr;

View File

@ -7,7 +7,6 @@
#include <sys/auxv.h>
#include <elf.h>
#include <linux/limits.h>
#define __USE_GNU
#include <dlfcn.h>
#include <SDL2/SDL.h>

20
src/twn_amalgam.c Normal file
View File

@ -0,0 +1,20 @@
/* a technique for faster compilation */
/* it includes all non-optional .c files directly in a single compilation unit */
#include "twn_audio.c"
#include "twn_camera.c"
#include "twn_context.c"
#include "twn_input.c"
#include "twn_loop.c"
#include "twn_main.c"
#include "twn_textures.c"
#include "twn_util.c"
#include "rendering/twn_circles.c"
#include "rendering/twn_draw.c"
#include "rendering/twn_fog.c"
#include "rendering/twn_skybox.c"
#include "rendering/twn_sprites.c"
#include "rendering/twn_rects.c"
#include "rendering/twn_text.c"
#include "rendering/twn_triangles.c"

View File

@ -1,7 +1,7 @@
#include "twn_audio_c.h"
#include "twn_config.h"
#include "twn_engine_context_c.h"
#include "twn_util.h"
#include "twn_util_c.h"
#include <SDL2/SDL.h>
#include <stb_ds.h>
@ -126,6 +126,8 @@ static union AudioContext init_audio_context(const char *path, AudioFileType typ
};
}
case AUDIO_FILE_TYPE_UNKNOWN:
case AUDIO_FILE_TYPE_COUNT:
default:
CRY("Audio error", "Unhandled audio format (in init)");
return (union AudioContext){0};
@ -147,6 +149,8 @@ static void repeat_audio(AudioChannel *channel) {
break;
}
case AUDIO_FILE_TYPE_UNKNOWN:
case AUDIO_FILE_TYPE_COUNT:
default:
CRY("Audio error", "Unhandled audio format (in repeat)");
break;
@ -219,6 +223,8 @@ TWN_API void audio_set(const char *channel, AudioParam param, float value) {
}
pair->value.panning = value;
break;
default:
CRY("Audio channel parameter setting failed", "Invalid parameter enum given");
}
}
@ -229,8 +235,8 @@ static void audio_mixin_streams(const AudioChannel *channel,
uint8_t *restrict b,
size_t frames)
{
float *const sa = (float *)a;
float *const sb = (float *)b;
float *const sa = (float *)(void *)a;
float *const sb = (float *)(void *)b;
const float left_panning = fminf(fabsf(channel->panning - 1.0f), 1.0f);
const float right_panning = fminf(fabsf(channel->panning + 1.0f), 1.0f);
@ -321,6 +327,8 @@ static void audio_sample_and_mixin_channel(const AudioChannel *channel,
break;
}
case AUDIO_FILE_TYPE_UNKNOWN:
case AUDIO_FILE_TYPE_COUNT:
default:
CRY("Audio error", "Unhandled audio format (in sampling)");
break;

View File

@ -13,6 +13,9 @@
#include <stdint.h>
#define AUDIO_FREQUENCY 48000
typedef enum AudioFileType {
AUDIO_FILE_TYPE_OGG,
AUDIO_FILE_TYPE_XM,

View File

@ -1,5 +1,4 @@
#include "twn_camera.h"
#include "twn_config.h"
#include "twn_vec.h"
#include "twn_engine_context_c.h"

View File

@ -17,6 +17,8 @@
typedef struct EngineContext {
/* user code facing context */
Context game_copy;
/* engine-side context, copied to `game_copy` before every frame */
Context game;
InputState input;
@ -27,6 +29,8 @@ typedef struct EngineContext {
/* where the app was run from, used as the root for packs */
char *base_dir;
Vec2i window_dims;
/* configuration */
toml_table_t *config_table;
int64_t base_render_width;
@ -52,6 +56,7 @@ typedef struct EngineContext {
uint8_t audio_stream_channel_count;
/* main loop machinery */
int64_t delta_time; /* preserves real time frame delta with no manipilation */
int64_t clocks_per_second;
int64_t prev_frame_time;
int64_t desired_frametime; /* how long one tick should be */
@ -59,12 +64,20 @@ typedef struct EngineContext {
int64_t delta_averager_residual;
int64_t time_averager[4];
/* this should be a multiple of the current ticks per second */
/* use it to simulate low framerate (e.g. at 60 tps, set to 2 for 30 fps) */
/* it can be changed at runtime; any resulting logic anomalies are bugs */
uint32_t update_multiplicity;
SDL_GLContext *gl_context;
SDL_Window *window;
uint32_t window_id;
bool is_running;
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

@ -15,6 +15,12 @@ static void update_action_pressed_state(InputState *input, Action *action) {
switch (action->bindings[i].source) {
case BUTTON_SOURCE_NOT_SET:
break;
case BUTTON_SOURCE_KEYBOARD_CHARACTER:
CRY("Action pressed state updated failed", "BUTTON_SOURCE_KEYBOARD_CHARACTER isn't handled");
break;
case BUTTON_SOURCE_GAMEPAD:
CRY("Action pressed state updated failed", "BUTTON_SOURCE_GAMEPAD isn't handled");
break;
case BUTTON_SOURCE_KEYBOARD_PHYSICAL:
/* not pressed */
if (input->keyboard_state[action->bindings[i].code.scancode] == 0) {
@ -98,6 +104,8 @@ static void input_bind_code_to_action(InputState *input,
case BUTTON_SOURCE_MOUSE:
is_already_bound = binding->code.mouse_button == code.mouse_button;
break;
default:
SDL_assert(false);
}
if (is_already_bound) {
@ -156,6 +164,8 @@ static void input_unbind_code_from_action(InputState *input,
case BUTTON_SOURCE_MOUSE:
is_bound = binding->code.mouse_button == code.mouse_button;
break;
default:
SDL_assert(false);
}
/* stop early, this won't change */
@ -194,8 +204,8 @@ void input_state_update(InputState *input) {
SDL_GetRelativeMouseState(&input->mouse_relative_position.x,
&input->mouse_relative_position.y);
ctx.game.mouse_window_position = input->mouse_window_position;
ctx.game.mouse_relative_position = input->mouse_relative_position;
ctx.game.mouse_position = input->mouse_window_position;
ctx.game.mouse_movement = input->mouse_relative_position;
for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
Action *action = &input->action_hash[i].value;
@ -220,7 +230,7 @@ void input_bind_action_control(char const *action_name,
input_bind_code_to_action(&ctx.input,
action_name,
BUTTON_SOURCE_MOUSE,
(union ButtonCode) { .mouse_button = SDL_BUTTON(mouse_button)});
(union ButtonCode) { .mouse_button = (uint8_t)SDL_BUTTON(mouse_button)});
} else
log_warn("(%s) Invalid control value given: %i.", __func__, control);
}
@ -242,7 +252,7 @@ void input_unbind_action_control(char const *action_name,
input_unbind_code_from_action(&ctx.input,
action_name,
BUTTON_SOURCE_MOUSE,
(union ButtonCode) { .mouse_button = SDL_BUTTON(mouse_button)});
(union ButtonCode) { .mouse_button = (uint8_t)SDL_BUTTON(mouse_button)});
} else
log_warn("(%s) Invalid control value given: %i.", __func__, control);
}

View File

@ -7,6 +7,9 @@
#include <SDL2/SDL.h>
#define KEYBIND_SLOTS_DEFAULT 3
union ButtonCode {
SDL_Scancode scancode;
SDL_Keycode keycode;

View File

@ -2,6 +2,7 @@
#include "twn_engine_context_c.h"
#include "twn_input_c.h"
#include "twn_util.h"
#include "twn_util_c.h"
#include "twn_game_object_c.h"
#include "twn_audio_c.h"
#include "twn_textures_c.h"
@ -22,6 +23,10 @@
#include <limits.h>
#define TICKS_PER_SECOND_DEFAULT 60
#define PACKAGE_EXTENSION "btw"
static int event_callback(void *userdata, SDL_Event *event) {
(void)userdata;
@ -32,8 +37,8 @@ static int event_callback(void *userdata, SDL_Event *event) {
switch (event->window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
ctx.game.window_w = event->window.data1;
ctx.game.window_h = event->window.data2;
ctx.window_dims.x = event->window.data1;
ctx.window_dims.y = event->window.data2;
ctx.resync_flag = true;
break;
@ -55,12 +60,12 @@ static int event_callback(void *userdata, SDL_Event *event) {
static void poll_events(void) {
SDL_Event e;
ctx.game.window_size_has_changed = false;
ctx.window_size_has_changed = false;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
ctx.game.is_running = false;
ctx.is_running = false;
break;
case SDL_WINDOWEVENT:
@ -69,7 +74,7 @@ static void poll_events(void) {
switch (e.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
ctx.game.window_size_has_changed = true;
ctx.window_size_has_changed = true;
break;
default:
@ -107,6 +112,11 @@ static void APIENTRY opengl_log(GLenum source,
#endif
static void preserve_persistent_ctx_fields(void) {
ctx.game.udata = ctx.game_copy.udata;
}
static void main_loop(void) {
/*
if (!ctx.is_running) {
@ -120,7 +130,7 @@ static void main_loop(void) {
int64_t current_frame_time = SDL_GetPerformanceCounter();
int64_t delta_time = current_frame_time - ctx.prev_frame_time;
ctx.prev_frame_time = current_frame_time;
ctx.game.delta_time = delta_time;
ctx.delta_time = delta_time;
/* handle unexpected timer anomalies (overflow, extra slow frames, etc) */
if (delta_time > ctx.desired_frametime * 8) { /* ignore extra-slow frames */
@ -184,24 +194,23 @@ static void main_loop(void) {
ctx.resync_flag = false;
}
ctx.game_copy = ctx.game;
/* finally, let's get to work */
int frames = 0;
while (ctx.frame_accumulator >= ctx.desired_frametime * ctx.game.update_multiplicity) {
while (ctx.frame_accumulator >= ctx.desired_frametime * ctx.update_multiplicity) {
frames += 1;
for (size_t i = 0; i < ctx.game.update_multiplicity; ++i) {
for (size_t i = 0; i < ctx.update_multiplicity; ++i) {
/* TODO: disable rendering pushes on not-last ? */
render_queue_clear();
poll_events();
input_state_update(&ctx.input);
game_object_tick();
preserve_persistent_ctx_fields();
ctx.frame_accumulator -= ctx.desired_frametime;
ctx.game.tick_count = (ctx.game.tick_count % ULLONG_MAX) + 1;
ctx.game.frame_number = (ctx.game.frame_number % ULLONG_MAX) + 1;
ctx.game.initialization_needed = false;
}
}
@ -435,7 +444,7 @@ static bool initialize(void) {
goto fail;
}
ctx.base_render_width = datum_base_render_width.u.i;
ctx.game.base_draw_w = (int)ctx.base_render_width;
ctx.game.resolution.x = (int)ctx.base_render_width;
toml_datum_t datum_base_render_height = toml_int_in(game, "base_render_height");
if (!datum_base_render_height.ok) {
@ -443,7 +452,7 @@ static bool initialize(void) {
goto fail;
}
ctx.base_render_height = datum_base_render_height.u.i;
ctx.game.base_draw_h = (int)ctx.base_render_height;
ctx.game.resolution.y = (int)ctx.base_render_height;
ctx.window = SDL_CreateWindow(datum_title.u.s,
SDL_WINDOWPOS_CENTERED,
@ -499,8 +508,8 @@ static bool initialize(void) {
/* TODO: */
// SDL_GetRendererOutputSize(ctx.renderer, &ctx.window_w, &ctx.window_h);
ctx.game.window_w = (int)ctx.base_render_width;
ctx.game.window_h = (int)ctx.base_render_height;
ctx.window_dims.x = (int)ctx.base_render_width;
ctx.window_dims.y = (int)ctx.base_render_height;
/* add a watcher for immediate updates on window size */
SDL_AddEventWatch(event_callback, NULL);
@ -528,7 +537,7 @@ static bool initialize(void) {
}
/* you could change this at runtime if you wanted */
ctx.game.update_multiplicity = 1;
ctx.update_multiplicity = 1;
#ifndef EMSCRIPTEN
/* hook up opengl debugging callback */
@ -557,13 +566,13 @@ static bool initialize(void) {
}
}
ctx.game.is_running = true;
ctx.is_running = true;
ctx.resync_flag = true;
ctx.clocks_per_second = SDL_GetPerformanceFrequency();
ctx.prev_frame_time = SDL_GetPerformanceCounter();
ctx.desired_frametime = ctx.clocks_per_second / ctx.ticks_per_second;
ctx.frame_accumulator = 0;
ctx.game.tick_count = 0;
ctx.game.frame_number = 0;
/* delta time averaging */
ctx.delta_averager_residual = 0;
@ -649,6 +658,8 @@ static bool initialize(void) {
}
*/
ctx.render_double_buffered = true;
return true;
fail:
@ -768,7 +779,7 @@ int enter_loop(int argc, char **argv) {
ctx.was_successful = true;
ctx.game.initialization_needed = true;
while (ctx.game.is_running) {
while (ctx.is_running) {
if (game_object_try_reloading()) {
ctx.game.initialization_needed = true;
reset_state();

24
src/twn_stb.c Normal file
View File

@ -0,0 +1,24 @@
/* single compilation unit for every stb implementation */
#define STB_DS_IMPLEMENTATION
#define STBDS_ASSERT SDL_assert
#define STBDS_REALLOC(context,ptr,size) ((void)(context), SDL_realloc(ptr, size))
#define STBDS_FREE(context,ptr) ((void)(context), SDL_free(ptr))
#include <stb_ds.h>
#define STB_RECT_PACK_IMPLEMENTATION
#define STBRP_SORT SDL_qsort
#define STBRP_ASSERT SDL_assert
#include <stb_rect_pack.h>
#define STB_TRUETYPE_IMPLEMENTATION
#define STBTT_malloc(x,u) ((void)(u), SDL_malloc(x))
#define STBTT_free(x,u) ((void)(u), SDL_free(x))
#define STBTT_assert(x) SDL_assert(x)
#define STBTT_strlen(x) SDL_strlen(x)
#define STBTT_memcpy SDL_memcpy
#define STBTT_memset SDL_memset
#include <stb_truetype.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

View File

@ -1,5 +1,4 @@
#include "twn_textures_c.h"
#include "twn_config.h"
#include "twn_util.h"
#include "twn_util_c.h"
#include "twn_engine_context_c.h"
@ -9,8 +8,6 @@
#include <physfsrwops.h>
#include <stb_ds.h>
#include <stb_rect_pack.h>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <stdbool.h>
@ -397,7 +394,7 @@ void textures_update_atlas(TextureCache *cache) {
add_new_atlas(cache);
++cache->atlas_index;
}
};
}
update_texture_rects_in_atlas(cache, rects);
recreate_current_atlas_texture(cache);

View File

@ -11,6 +11,11 @@
#include <stdbool.h>
#define TEXTURE_ATLAS_SIZE_DEFAULT 2048
#define TEXTURE_ATLAS_BIT_DEPTH 32
#define TEXTURE_ATLAS_FORMAT SDL_PIXELFORMAT_RGBA32
typedef struct Texture {
Rect srcrect; /* position in atlas */
SDL_Surface *data; /* original image data */
@ -45,6 +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

@ -4,23 +4,7 @@
#include <SDL2/SDL.h>
#include <physfsrwops.h>
#define STB_DS_IMPLEMENTATION
#define STBDS_ASSERT SDL_assert
#define STBDS_REALLOC(context,ptr,size) ((void)(context), SDL_realloc(ptr, size))
#define STBDS_FREE(context,ptr) ((void)(context), SDL_free(ptr))
#include <stb_ds.h>
#define STB_RECT_PACK_IMPLEMENTATION
#define STBRP_SORT SDL_qsort
#define STBRP_ASSERT SDL_assert
#include <stb_rect_pack.h>
#define STB_TRUETYPE_IMPLEMENTATION
#define STBTT_malloc(x,u) ((void)(u), SDL_malloc(x))
#define STBTT_free(x,u) ((void)(u), SDL_free(x))
#define STBTT_assert(x) SDL_assert(x)
#define STBTT_strlen(x) SDL_strlen(x)
#define STBTT_memcpy SDL_memcpy
#define STBTT_memset SDL_memset
#include <stb_truetype.h>
#include <stdarg.h>
@ -33,10 +17,16 @@ void cry_impl(const char *file, const int line, const char *title, const char *t
static void log_impl(const char *restrict format, va_list args, SDL_LogPriority priority) {
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wformat-nonliteral"
SDL_LogMessageV(SDL_LOG_CATEGORY_APPLICATION,
priority,
format,
args);
#pragma GCC diagnostic pop
}
@ -125,7 +115,6 @@ int clampi(int i, int min, int max) {
}
int64_t file_to_bytes(const char *path, unsigned char **buf_out) {
SDL_RWops *handle = PHYSFSRWOPS_openRead(path);
@ -272,12 +261,14 @@ void tick_timer(int *value) {
*value = MAX(*value - 1, 0);
}
void tick_ftimer(float *value) {
*value = MAX(*value - ((float)ctx.game.delta_time / (float)ctx.clocks_per_second), 0.0f);
*value = MAX(*value - ((float)ctx.delta_time / (float)ctx.clocks_per_second), 0.0f);
}
bool repeat_ftimer(float *value, float at) {
*value -= (float)ctx.game.delta_time / (float)ctx.clocks_per_second;
*value -= (float)ctx.delta_time / (float)ctx.clocks_per_second;
if (*value < 0.0f) {
*value += at;
return true;

View File

@ -3,6 +3,23 @@
#include "twn_types.h"
#include <SDL2/SDL.h>
#include <stdbool.h>
#define MAX SDL_max
#define MIN SDL_min
void cry_impl(const char *file, const int line, const char *title, const char *text);
#define CRY(title, text) cry_impl(__FILE__, __LINE__, title, text)
#define CRY_SDL(title) cry_impl(__FILE__, __LINE__, title, SDL_GetError())
#define CRY_PHYSFS(title) \
cry_impl(__FILE__, __LINE__, title, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()))
/* for when there's absolutely no way to continue */
_Noreturn void die_abruptly(void);
/* note: you must free the returned string */
char *expand_asterisk(const char *mask, const char *to);

View File

@ -85,16 +85,7 @@ set(PHYSFS_SRCS
src/physfs_platform_android.c
src/physfs_archiver_dir.c
src/physfs_archiver_unpacked.c
src/physfs_archiver_grp.c
src/physfs_archiver_hog.c
src/physfs_archiver_7z.c
src/physfs_archiver_mvl.c
src/physfs_archiver_qpak.c
src/physfs_archiver_wad.c
src/physfs_archiver_zip.c
src/physfs_archiver_slb.c
src/physfs_archiver_iso9660.c
src/physfs_archiver_vdf.c
${PHYSFS_CPP_SRCS}
${PHYSFS_M_SRCS}
)

View File

@ -476,7 +476,7 @@ extern void stbds_rand_seed(size_t seed);
// these are the hash functions used internally if you want to test them or use them for other purposes
extern size_t stbds_hash_bytes(void *p, size_t len, size_t seed);
extern size_t stbds_hash_string(char *str, size_t seed);
extern size_t stbds_hash_string(char const*str, size_t seed);
// this is a simple string arena allocator, initialize with e.g. 'stbds_string_arena my_arena={0}'.
typedef struct stbds_string_arena stbds_string_arena;
@ -494,11 +494,11 @@ extern void stbds_unit_tests(void);
extern void * stbds_arrgrowf(void *a, size_t elemsize, size_t addlen, size_t min_cap);
extern void stbds_arrfreef(void *a);
extern void stbds_hmfree_func(void *p, size_t elemsize);
extern void * stbds_hmget_key(void *a, size_t elemsize, void *key, size_t keysize, int mode);
extern void * stbds_hmget_key_ts(void *a, size_t elemsize, void *key, size_t keysize, ptrdiff_t *temp, int mode);
extern void * stbds_hmget_key(void *a, size_t elemsize, void const*key, size_t keysize, int mode);
extern void * stbds_hmget_key_ts(void *a, size_t elemsize, void const*key, size_t keysize, ptrdiff_t *temp, int mode);
extern void * stbds_hmput_default(void *a, size_t elemsize);
extern void * stbds_hmput_key(void *a, size_t elemsize, void *key, size_t keysize, int mode);
extern void * stbds_hmdel_key(void *a, size_t elemsize, void *key, size_t keysize, size_t keyoffset, int mode);
extern void * stbds_hmput_key(void *a, size_t elemsize, void const*key, size_t keysize, int mode);
extern void * stbds_hmdel_key(void *a, size_t elemsize, void const*key, size_t keysize, size_t keyoffset, int mode);
extern void * stbds_shmode_func(size_t elemsize, int mode);
#ifdef __cplusplus
@ -531,7 +531,7 @@ extern void * stbds_shmode_func(size_t elemsize, int mode);
#define STBDS_OFFSETOF(var,field) ((char *) &(var)->field - (char *) (var))
#define stbds_header(t) ((stbds_array_header *) (t) - 1)
#define stbds_header(t) (((stbds_array_header *) (void *) (t)) - 1)
#define stbds_temp(t) stbds_header(t)->temp
#define stbds_temp_key(t) (*(char **) stbds_header(t)->hash_table)
@ -561,7 +561,7 @@ extern void * stbds_shmode_func(size_t elemsize, int mode);
#define stbds_arrgrow(a,b,c) ((a) = stbds_arrgrowf_wrapper((a), sizeof *(a), (b), (c)))
#define stbds_hmput(t, k, v) \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void*) STBDS_ADDRESSOF((t)->key, (k)), sizeof (t)->key, 0), \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void const*) STBDS_ADDRESSOF((t)->key, (k)), sizeof (t)->key, 0), \
(t)[stbds_temp((t)-1)].key = (k), \
(t)[stbds_temp((t)-1)].value = (v))
@ -570,11 +570,11 @@ extern void * stbds_shmode_func(size_t elemsize, int mode);
(t)[stbds_temp((t)-1)] = (s))
#define stbds_hmgeti(t,k) \
((t) = stbds_hmget_key_wrapper((t), sizeof *(t), (void*) STBDS_ADDRESSOF((t)->key, (k)), sizeof (t)->key, STBDS_HM_BINARY), \
((t) = stbds_hmget_key_wrapper((t), sizeof *(t), (void const*) STBDS_ADDRESSOF((t)->key, (k)), sizeof (t)->key, STBDS_HM_BINARY), \
stbds_temp((t)-1))
#define stbds_hmgeti_ts(t,k,temp) \
((t) = stbds_hmget_key_ts_wrapper((t), sizeof *(t), (void*) STBDS_ADDRESSOF((t)->key, (k)), sizeof (t)->key, &(temp), STBDS_HM_BINARY), \
((t) = stbds_hmget_key_ts_wrapper((t), sizeof *(t), (void const*) STBDS_ADDRESSOF((t)->key, (k)), sizeof (t)->key, &(temp), STBDS_HM_BINARY), \
(temp))
#define stbds_hmgetp(t, k) \
@ -584,7 +584,7 @@ extern void * stbds_shmode_func(size_t elemsize, int mode);
((void) stbds_hmgeti_ts(t,k,temp), &(t)[temp])
#define stbds_hmdel(t,k) \
(((t) = stbds_hmdel_key_wrapper((t),sizeof *(t), (void*) STBDS_ADDRESSOF((t)->key, (k)), sizeof (t)->key, STBDS_OFFSETOF((t),key), STBDS_HM_BINARY)),(t)?stbds_temp((t)-1):0)
(((t) = stbds_hmdel_key_wrapper((t),sizeof *(t), (void const*) STBDS_ADDRESSOF((t)->key, (k)), sizeof (t)->key, STBDS_OFFSETOF((t),key), STBDS_HM_BINARY)),(t)?stbds_temp((t)-1):0)
#define stbds_hmdefault(t, v) \
((t) = stbds_hmput_default_wrapper((t), sizeof *(t)), (t)[-1].value = (v))
@ -603,28 +603,28 @@ extern void * stbds_shmode_func(size_t elemsize, int mode);
#define stbds_hmgetp_null(t,k) (stbds_hmgeti(t,k) == -1 ? NULL : &(t)[stbds_temp((t)-1)])
#define stbds_shput(t, k, v) \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void*) (k), sizeof (t)->key, STBDS_HM_STRING), \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void const*) (k), sizeof (t)->key, STBDS_HM_STRING), \
(t)[stbds_temp((t)-1)].value = (v))
#define stbds_shputi(t, k, v) \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void*) (k), sizeof (t)->key, STBDS_HM_STRING), \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void const*) (k), sizeof (t)->key, STBDS_HM_STRING), \
(t)[stbds_temp((t)-1)].value = (v), stbds_temp((t)-1))
#define stbds_shputs(t, s) \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void*) (s).key, sizeof (s).key, STBDS_HM_STRING), \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void const*) (s).key, sizeof (s).key, STBDS_HM_STRING), \
(t)[stbds_temp((t)-1)] = (s), \
(t)[stbds_temp((t)-1)].key = stbds_temp_key((t)-1)) // above line overwrites whole structure, so must rewrite key here if it was allocated internally
#define stbds_pshput(t, p) \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void*) (p)->key, sizeof (p)->key, STBDS_HM_PTR_TO_STRING), \
((t) = stbds_hmput_key_wrapper((t), sizeof *(t), (void const*) (p)->key, sizeof (p)->key, STBDS_HM_PTR_TO_STRING), \
(t)[stbds_temp((t)-1)] = (p))
#define stbds_shgeti(t,k) \
((t) = stbds_hmget_key_wrapper((t), sizeof *(t), (void*) (k), sizeof (t)->key, STBDS_HM_STRING), \
((t) = stbds_hmget_key_wrapper((t), sizeof *(t), (void const*) (k), sizeof (t)->key, STBDS_HM_STRING), \
stbds_temp((t)-1))
#define stbds_pshgeti(t,k) \
((t) = stbds_hmget_key_wrapper((t), sizeof *(t), (void*) (k), sizeof (*(t))->key, STBDS_HM_PTR_TO_STRING), \
((t) = stbds_hmget_key_wrapper((t), sizeof *(t), (void const*) (k), sizeof (*(t))->key, STBDS_HM_PTR_TO_STRING), \
stbds_temp((t)-1))
#define stbds_shgetp(t, k) \
@ -634,9 +634,9 @@ extern void * stbds_shmode_func(size_t elemsize, int mode);
((void) stbds_pshgeti(t,k), (t)[stbds_temp((t)-1)])
#define stbds_shdel(t,k) \
(((t) = stbds_hmdel_key_wrapper((t),sizeof *(t), (void*) (k), sizeof (t)->key, STBDS_OFFSETOF((t),key), STBDS_HM_STRING)),(t)?stbds_temp((t)-1):0)
(((t) = stbds_hmdel_key_wrapper((t),sizeof *(t), (void const*) (k), sizeof (t)->key, STBDS_OFFSETOF((t),key), STBDS_HM_STRING)),(t)?stbds_temp((t)-1):0)
#define stbds_pshdel(t,k) \
(((t) = stbds_hmdel_key_wrapper((t),sizeof *(t), (void*) (k), sizeof (*(t))->key, STBDS_OFFSETOF(*(t),key), STBDS_HM_PTR_TO_STRING)),(t)?stbds_temp((t)-1):0)
(((t) = stbds_hmdel_key_wrapper((t),sizeof *(t), (void const*) (k), sizeof (*(t))->key, STBDS_OFFSETOF(*(t),key), STBDS_HM_PTR_TO_STRING)),(t)?stbds_temp((t)-1):0)
#define stbds_sh_new_arena(t) \
((t) = stbds_shmode_func_wrapper(t, sizeof *(t), STBDS_SH_ARENA))
@ -702,10 +702,10 @@ template<class T> static T * stbds_hmget_key_ts_wrapper(T *a, size_t elemsize, v
template<class T> static T * stbds_hmput_default_wrapper(T *a, size_t elemsize) {
return (T*)stbds_hmput_default((void *)a, elemsize);
}
template<class T> static T * stbds_hmput_key_wrapper(T *a, size_t elemsize, void *key, size_t keysize, int mode) {
template<class T> static T * stbds_hmput_key_wrapper(T *a, size_t elemsize, void const*key, size_t keysize, int mode) {
return (T*)stbds_hmput_key((void*)a, elemsize, key, keysize, mode);
}
template<class T> static T * stbds_hmdel_key_wrapper(T *a, size_t elemsize, void *key, size_t keysize, size_t keyoffset, int mode){
template<class T> static T * stbds_hmdel_key_wrapper(T *a, size_t elemsize, void const*key, size_t keysize, size_t keyoffset, int mode){
return (T*)stbds_hmdel_key((void*)a, elemsize, key, keysize, keyoffset, mode);
}
template<class T> static T * stbds_shmode_func_wrapper(T *, size_t elemsize, int mode) {
@ -1013,7 +1013,7 @@ static stbds_hash_index *stbds_make_hash_index(size_t slot_count, stbds_hash_ind
#define STBDS_ROTATE_LEFT(val, n) (((val) << (n)) | ((val) >> (STBDS_SIZE_T_BITS - (n))))
#define STBDS_ROTATE_RIGHT(val, n) (((val) >> (n)) | ((val) << (STBDS_SIZE_T_BITS - (n))))
size_t stbds_hash_string(char *str, size_t seed)
size_t stbds_hash_string(char const*str, size_t seed)
{
size_t hash = seed;
while (*str)
@ -1278,7 +1278,7 @@ static ptrdiff_t stbds_hm_find_slot(void *a, size_t elemsize, void *key, size_t
/* NOTREACHED */
}
void * stbds_hmget_key_ts(void *a, size_t elemsize, void *key, size_t keysize, ptrdiff_t *temp, int mode)
void * stbds_hmget_key_ts(void *a, size_t elemsize, void const*key, size_t keysize, ptrdiff_t *temp, int mode)
{
size_t keyoffset = 0;
if (a == NULL) {
@ -1309,7 +1309,7 @@ void * stbds_hmget_key_ts(void *a, size_t elemsize, void *key, size_t keysize, p
}
}
void * stbds_hmget_key(void *a, size_t elemsize, void *key, size_t keysize, int mode)
void * stbds_hmget_key(void *a, size_t elemsize, void const*key, size_t keysize, int mode)
{
ptrdiff_t temp;
void *p = stbds_hmget_key_ts(a, elemsize, key, keysize, &temp, mode);
@ -1334,7 +1334,7 @@ void * stbds_hmput_default(void *a, size_t elemsize)
static char *stbds_strdup(char *str);
void *stbds_hmput_key(void *a, size_t elemsize, void *key, size_t keysize, int mode)
void *stbds_hmput_key(void *a, size_t elemsize, void const *key, size_t keysize, int mode)
{
size_t keyoffset=0;
void *raw_a;
@ -1370,7 +1370,7 @@ void *stbds_hmput_key(void *a, size_t elemsize, void *key, size_t keysize, int m
// we iterate hash table explicitly because we want to track if we saw a tombstone
{
size_t hash = mode >= STBDS_HM_STRING ? stbds_hash_string((char*)key,table->seed) : stbds_hash_bytes(key, keysize,table->seed);
size_t hash = mode >= STBDS_HM_STRING ? stbds_hash_string((char const*)key,table->seed) : stbds_hash_bytes(key, keysize,table->seed);
size_t step = STBDS_BUCKET_LENGTH;
size_t pos;
ptrdiff_t tombstone = -1;
@ -1469,7 +1469,7 @@ void * stbds_shmode_func(size_t elemsize, int mode)
return STBDS_ARR_TO_HASH(a,elemsize);
}
void * stbds_hmdel_key(void *a, size_t elemsize, void *key, size_t keysize, size_t keyoffset, int mode)
void * stbds_hmdel_key(void *a, size_t elemsize, void const*key, size_t keysize, size_t keyoffset, int mode)
{
if (a == NULL) {
return 0;