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21 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
24 changed files with 994 additions and 361 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()
@ -104,6 +104,7 @@ set(TWN_NONOPT_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
@ -183,11 +184,11 @@ function(give_options_without_warnings target)
$<$<CONFIG:Release>:${BUILD_FLAGS_RELEASE}>
$<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}>
-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>
_GNU_SOURCE)
$<$<BOOL:${LINUX}>:_GNU_SOURCE>)
endfunction()
@ -264,7 +265,7 @@ function(use_townengine target sources output_directory)
# launcher binary, loads game and engine shared library
add_executable(${target} ${TWN_ROOT_DIR}/src/twn_main.c)
target_compile_options(${target} PRIVATE $<$<BOOL:${LINUX}>:-Wl,-rpath,$ORIGIN/>)
target_link_options(${target} PRIVATE $<$<BOOL:${LINUX}>:-Wl,-rpath,$ORIGIN/>)
# todo: copy instead?
# put libtownengine.so alongside the binary

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

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

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@ -20,9 +20,9 @@ static void title_tick(State *state) {
((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->frame_number) + 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->frame_number);
snprintf(text_str, text_str_len, "%llu", state->ctx->frame_number);
const char *font = "/fonts/kenney-pixel.ttf";
int text_h = 32;
@ -39,7 +39,6 @@ static void title_tick(State *state) {
);
draw_text(text_str, (Vec2){ 0, 0 }, text_h, (Color) { 255, 255, 255, 255 }, font);
free(text_str);
}

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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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@ -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 */

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@ -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 */

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

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@ -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;
}

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@ -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 */
@ -197,36 +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: {
struct Render2DInvocation const invocation = {
.primitive = current,
.layer = layer,
};
if (current->circle.color.a != 255)
arrput(ghostly_invocations, invocation);
else
arrput(opaque_invocations, invocation);
break;
}
case PRIMITIVE_2D_TEXT: {
struct Render2DInvocation const invocation = {
.primitive = current,
.layer = layer,
};
arrput(ghostly_invocations, invocation);
break;
}
default:
SDL_assert(false);
}
}
/* first issue all opaque primitives, front-to-back */
for (size_t i = 0; i < arrlenu(opaque_invocations); ++i) {
struct Render2DInvocation const invocation = opaque_invocations[arrlenu(opaque_invocations) - 1 - i];
/* idea here is to set constant z write that moves further and further along */
/* with that every batch can early z reject against the previous */
/* additionally, it will also apply for future transparent passes, sandwitching in-between */
set_depth_range(invocation.layer, 1.0);
switch (invocation.primitive->type) {
case PRIMITIVE_2D_SPRITE: {
render_sprite_batch(invocation.primitive, invocation.quad_batch);
break;
}
case PRIMITIVE_2D_RECT: {
render_rect_batch(invocation.primitive, invocation.quad_batch);
break;
}
/* TODO: circle batching */
case PRIMITIVE_2D_CIRCLE:
render_circle(&current->circle);
render_circle(&invocation.primitive->circle);
break;
case PRIMITIVE_2D_TEXT:
render_text(&current->text);
default:
SDL_assert(false);
}
}
/* then issue all transparent primitives, back-to-front */
for (size_t i = 0; i < arrlenu(ghostly_invocations); ++i) {
struct Render2DInvocation const invocation = ghostly_invocations[i];
/* now we use it not for writing layers, but inferring ordering */
set_depth_range(invocation.layer, 1.0);
switch (invocation.primitive->type) {
case PRIMITIVE_2D_SPRITE: {
render_sprite_batch(invocation.primitive, invocation.quad_batch);
break;
}
case PRIMITIVE_2D_RECT: {
render_rect_batch(invocation.primitive, invocation.quad_batch);
break;
}
/* TODO: circle batching */
case PRIMITIVE_2D_CIRCLE:
render_circle(&invocation.primitive->circle);
break;
case PRIMITIVE_2D_TEXT:
render_text(&invocation.primitive->text);
break;
default:
SDL_assert(false);
}
}
arrfree(opaque_invocations);
arrfree(ghostly_invocations);
}
@ -274,11 +374,11 @@ void render(void) {
}
}
render_space();
render_skybox(); /* after space, as to use depth buffer for early rejection */
render_2d();
swap_buffers();
clear_draw_buffer();
start_render_frame(); {
render_space();
render_skybox(); /* after space, as to use depth buffer for early z rejection */
render_2d();
} end_render_frame();
}

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@ -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);
@ -194,19 +204,17 @@ void use_2d_pipeline(void);
void use_texture_mode(TextureMode mode);
void upload_quad_vertices(Rect rect);
void finally_render_quads(Primitive2D const primitives[],
struct QuadBatch batch,
VertexBuffer buffer);
void finally_render_sprites(Primitive2D const primitives[],
struct SpriteBatch batch,
VertexBuffer buffer);
size_t get_quad_payload_size(struct QuadBatch batch);
size_t get_sprite_payload_size(struct SpriteBatch 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,
@ -235,4 +243,8 @@ void pop_fog(void);
void finally_pop_fog(void);
void start_render_frame(void);
void end_render_frame(void);
#endif

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@ -3,15 +3,15 @@
#include "twn_util_c.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

@ -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

@ -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;
@ -233,9 +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

@ -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;
@ -103,12 +116,22 @@ static FontData *text_load_font_data(const char *path, int height_px) {
{
unsigned char *buf = NULL;
int64_t buf_len = file_to_bytes(path, &buf);
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

@ -22,8 +22,6 @@ typedef struct FontData {
stbtt_fontinfo info;
const char *file_path;
unsigned char *file_bytes;
size_t file_bytes_len;
GPUTexture texture;

View File

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

View File

@ -15,5 +15,6 @@
#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

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

View File

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

View File

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

View File

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