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10 changed files with 309 additions and 116 deletions

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@ -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

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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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@ -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 */
@ -204,19 +188,25 @@ static void render_2d(void) {
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);
render_sprite_batch(current, batch);
i += batch.size - 1; ++batch_count;
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);
render_rect_batch(current, batch);
i += batch.size - 1; ++batch_count;
break;
}
case PRIMITIVE_2D_CIRCLE:
render_circle(&current->circle);
break;

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@ -135,15 +135,18 @@ void create_circle_geometry(Vec2 position,
SDL_Vertex vertices[],
int indices[]);
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);
@ -164,14 +167,14 @@ VertexBuffer create_vertex_buffer(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 */
@ -196,19 +199,17 @@ 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,

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@ -3,6 +3,7 @@
#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>
@ -48,6 +49,34 @@ 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 enum {
PIPELINE_NO,
PIPELINE_SPACE,
@ -139,33 +168,6 @@ void use_2d_pipeline(void) {
}
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) {
static SDL_Vertex vertices[CIRCLE_VERTICES_MAX];
static int indices[CIRCLE_VERTICES_MAX * 3];
@ -258,7 +260,7 @@ 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;
@ -277,24 +279,30 @@ 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;
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 */
@ -304,65 +312,82 @@ void finally_render_sprites(const Primitive2D primitives[],
off,
(void *)(size_t)voff);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
off,
(void *)(size_t)uvoff);
if (batch.textured) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2,
GL_FLOAT,
off,
(void *)(size_t)uvoff);
}
if (!batch.constant_colored) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4,
GL_UNSIGNED_BYTE,
off,
(void *)offsetof(ElementIndexedQuad, c0));
(void *)(size_t)coff);
} else
glColor4ub(primitives[0].sprite.color.r,
primitives[0].sprite.color.g,
primitives[0].sprite.color.b,
primitives[0].sprite.color.a);
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) {
if (!batch.repeat)
textures_bind(&ctx.texture_cache, primitives->sprite.texture_key);
else
textures_bind_repeating(&ctx.texture_cache, primitives->sprite.texture_key);
}
bind_quad_element_buffer();
glDrawElements(GL_TRIANGLES, 6 * (GLsizei)batch.size, GL_UNSIGNED_SHORT, NULL);
/* clear the state */
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
{
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
if (batch.textured)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (!batch.constant_colored)
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (!batch.constant_colored)
glDisableClientState(GL_COLOR_ARRAY);
if (batch.textured)
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
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,
@ -382,8 +407,8 @@ bool push_sprite_payload_to_vertex_buffer_builder(struct SpriteBatch batch,
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 +420,37 @@ 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;
}

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@ -26,7 +26,7 @@ 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);
}
@ -74,6 +74,9 @@ void clear_draw_buffer(void) {
/* TODO: don't clear color when skybox is applied? */
/* for that window should match framebuffer */
/* also it is driver dependent, from what i can gather */
/* INFO: also, based on below, driver might prefer it staying this way */
/* https://gamedev.stackexchange.com/questions/90344/render-with-const-depth-value */
/* we could optionally load ARB_invalidate_subdata extension if it's available instead */
glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT);

30
src/rendering/twn_quads.c Normal file
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@ -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};
}

104
src/rendering/twn_rects.c Normal file
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@ -0,0 +1,104 @@
#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 */
static VertexBuffer vertex_array = 0;
if (vertex_array == 0)
vertex_array = create_vertex_buffer();
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);
}

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@ -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;
@ -116,9 +119,12 @@ 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)
{
SDL_assert(primitives && batch.size != 0);
SDL_assert(primitives[0].type == PRIMITIVE_2D_SPRITE);
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */
static VertexBuffer vertex_array = 0;
if (vertex_array == 0)
@ -131,10 +137,10 @@ void render_sprites(const Primitive2D primitives[],
/* 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;
@ -233,9 +239,9 @@ 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

@ -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"