opengl moment #1

Merged
veclavtalica merged 27 commits from opengl into main 2024-07-28 14:50:35 +00:00
3 changed files with 142 additions and 122 deletions
Showing only changes of commit 20e33fe30d - Show all commits

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@ -20,28 +20,6 @@ struct sprite_primitive {
bool blend; /* must be explicitly stated, textures having alpha channel isn't enough */ bool blend; /* must be explicitly stated, textures having alpha channel isn't enough */
}; };
/* interleaved vertex array data */
/* TODO: use int16_t for uvs */
/* TODO: int16_t could be used for positioning, but we would need to have more CPU calcs */
struct sprite_primitive_payload {
/* upper-left */
t_fvec2 v0;
t_fvec2 uv0;
t_color c0;
/* bottom-left */
t_fvec2 v1;
t_fvec2 uv1;
t_color c1;
/* bottom-right */
t_fvec2 v2;
t_fvec2 uv2;
t_color c2;
/* upper-right */
t_fvec2 v3;
t_fvec2 uv3;
t_color c3;
};
struct rect_primitive { struct rect_primitive {
t_frect rect; t_frect rect;
t_color color; t_color color;

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@ -88,18 +88,7 @@ static void render_2d(void) {
glDepthRange((double)batch_count / UINT16_MAX, 1.0); glDepthRange((double)batch_count / UINT16_MAX, 1.0);
if (batch.blend) { render_sprites(current, batch);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_ALWAYS);
render_sprites(current, batch.size, false);
} else {
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
render_sprites(current, batch.size, true);
}
i += batch.size - 1; ++batch_count; i += batch.size - 1; ++batch_count;
break; break;

View File

@ -13,6 +13,44 @@
#include <stdbool.h> #include <stdbool.h>
#include <stddef.h> #include <stddef.h>
/* interleaved vertex array data */
/* TODO: use int16_t for uvs */
/* TODO: int16_t could be used for positioning, but we would need to have more CPU calcs */
struct sprite_primitive_payload {
/* upper-left */
t_fvec2 v0;
t_fvec2 uv0;
t_color c0;
/* bottom-left */
t_fvec2 v1;
t_fvec2 uv1;
t_color c1;
/* bottom-right */
t_fvec2 v2;
t_fvec2 uv2;
t_color c2;
/* upper-right */
t_fvec2 v3;
t_fvec2 uv3;
t_color c3;
};
struct sprite_primitive_payload_without_color {
/* upper-left */
t_fvec2 v0;
t_fvec2 uv0;
/* bottom-left */
t_fvec2 v1;
t_fvec2 uv1;
/* bottom-right */
t_fvec2 v2;
t_fvec2 uv2;
/* upper-right */
t_fvec2 v3;
t_fvec2 uv3;
};
/* /*
* an implementation note: * an implementation note:
* try to avoid doing expensive work in the push functions, * try to avoid doing expensive work in the push functions,
@ -63,8 +101,9 @@ void push_sprite_ex(t_frect rect, t_push_sprite_args args) {
static struct sprite_batch { static struct sprite_batch {
int atlas_id; int atlas_id;
size_t size; /* how many primitives are in current batch */ size_t size; /* how many primitives are in current batch */
bool blend; /* whether it's blended or not */ bool blend; /* whether it's blended or not */
bool colored; /* whether color inmformation is needed to be passed */
} collect_sprite_batch(const struct primitive_2d *primitives, size_t len) { } collect_sprite_batch(const struct primitive_2d *primitives, size_t len) {
/* assumes that first primitive is already a sprite */ /* assumes that first primitive is already a sprite */
struct sprite_batch result = { struct sprite_batch result = {
@ -93,6 +132,13 @@ static struct sprite_batch {
!= result.atlas_id) != result.atlas_id)
break; break;
/* if all are effectively without modulation we can skip sending color data */
if (!result.colored && (current->sprite.color.r != 255 ||
current->sprite.color.g != 255 ||
current->sprite.color.b != 255 ||
current->sprite.color.a != 255 ))
result.colored = true;
++result.size; ++result.size;
} }
@ -102,17 +148,31 @@ static struct sprite_batch {
/* assumes that orthogonal matrix setup is done already */ /* assumes that orthogonal matrix setup is done already */
static void render_sprites(const struct primitive_2d primitives[], static void render_sprites(const struct primitive_2d primitives[],
const size_t len, const struct sprite_batch batch)
const bool reversed)
{ {
/* single vertex array is used for every batch with NULL glBufferData() trick at the end */ /* single vertex array is used for every batch with NULL glBufferData() trick at the end */
static GLuint vertex_array = 0; static GLuint vertex_array = 0;
if (vertex_array == 0) if (vertex_array == 0)
glGenBuffers(1, &vertex_array); glGenBuffers(1, &vertex_array);
if (batch.blend) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_ALWAYS);
} else {
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
}
size_t payload_size;
if (batch.colored)
payload_size = sizeof (struct sprite_primitive_payload);
else
payload_size = sizeof (struct sprite_primitive_payload_without_color);
glBindBuffer(GL_ARRAY_BUFFER, vertex_array); glBindBuffer(GL_ARRAY_BUFFER, vertex_array);
glBufferData(GL_ARRAY_BUFFER, glBufferData(GL_ARRAY_BUFFER,
sizeof (struct sprite_primitive_payload) * len, payload_size * batch.size,
NULL, NULL,
GL_STREAM_DRAW); GL_STREAM_DRAW);
@ -122,11 +182,10 @@ static void render_sprites(const struct primitive_2d primitives[],
/* vertex population over a mapped buffer */ /* vertex population over a mapped buffer */
{ {
/* TODO: check errors, ensure alignment ? */ /* TODO: check errors, ensure alignment ? */
struct sprite_primitive_payload *const payload = void *const payload = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
for (size_t i = 0; i < len; ++i) { for (size_t i = 0; i < batch.size; ++i) {
const size_t cur = reversed ? len - i - 1: i; const size_t cur = !batch.blend ? batch.size - i - 1: i; /* render opaques front to back */
const struct sprite_primitive sprite = primitives[cur].sprite; const struct sprite_primitive sprite = primitives[cur].sprite;
const t_rect srcrect = const t_rect srcrect =
@ -137,49 +196,25 @@ static void render_sprites(const struct primitive_2d primitives[],
const float xr = (float)srcrect.x / (float)dims.w; const float xr = (float)srcrect.x / (float)dims.w;
const float yr = (float)srcrect.y / (float)dims.h; const float yr = (float)srcrect.y / (float)dims.h;
/* non-rotated case */ t_fvec2 uv0 = { xr + wr * sprite.flip_x, yr + hr * sprite.flip_y };
t_fvec2 uv1 = { xr + wr * sprite.flip_x, yr + hr * !sprite.flip_y };
t_fvec2 uv2 = { xr + wr * !sprite.flip_x, yr + hr * !sprite.flip_y };
t_fvec2 uv3 = { xr + wr * !sprite.flip_x, yr + hr * sprite.flip_y };
t_fvec2 v0, v1, v2, v3;
/* todo: fast PI/2 degree divisible rotations? */
if (sprite.rotation == 0.0f) { if (sprite.rotation == 0.0f) {
payload[i] = (struct sprite_primitive_payload) { /* non-rotated case */
/* upper-left */
.v0 = {
sprite.rect.x,
sprite.rect.y },
.uv0 = {
xr + wr * sprite.flip_x,
yr + hr * sprite.flip_y, },
/* bottom-left */ v0 = (t_fvec2){ sprite.rect.x, sprite.rect.y };
.v1 = { v1 = (t_fvec2){ sprite.rect.x, sprite.rect.y + sprite.rect.h };
(sprite.rect.x), v2 = (t_fvec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y + sprite.rect.h };
(sprite.rect.y + sprite.rect.h) }, v3 = (t_fvec2){ sprite.rect.x + sprite.rect.w, sprite.rect.y };
.uv1 = {
xr + wr * sprite.flip_x,
yr + hr * !sprite.flip_y, },
/* bottom-right */ } else if (sprite.rect.w == sprite.rect.h) {
.v2 = { /* rotated square case */
(sprite.rect.x + sprite.rect.w),
(sprite.rect.y + sprite.rect.h) },
.uv2 = {
xr + wr * !sprite.flip_x,
yr + hr * !sprite.flip_y, },
/* upper-right */
.v3 = {
(sprite.rect.x + sprite.rect.w),
(sprite.rect.y) },
.uv3 = {
xr + wr * !sprite.flip_x,
yr + hr * sprite.flip_y, },
/* equal for all (flat shaded) */
.c0 = sprite.color,
.c1 = sprite.color,
.c2 = sprite.color,
.c3 = sprite.color,
};
} else {
/* rotated case */
const t_fvec2 c = frect_center(sprite.rect); const t_fvec2 c = frect_center(sprite.rect);
const t_fvec2 t = fast_cossine(sprite.rotation + (float)M_PI_4); const t_fvec2 t = fast_cossine(sprite.rotation + (float)M_PI_4);
const t_fvec2 d = { const t_fvec2 d = {
@ -187,38 +222,28 @@ static void render_sprites(const struct primitive_2d primitives[],
.y = t.y * sprite.rect.h * (float)M_SQRT1_2, .y = t.y * sprite.rect.h * (float)M_SQRT1_2,
}; };
payload[i] = (struct sprite_primitive_payload) { v0 = (t_fvec2){ c.x - d.x, c.y - d.y };
/* upper-left */ v1 = (t_fvec2){ c.x - d.y, c.y + d.x };
.v0 = { v2 = (t_fvec2){ c.x + d.x, c.y + d.y };
c.x - d.x, v3 = (t_fvec2){ c.x + d.y, c.y - d.x };
c.y - d.y },
.uv0 = {
xr + wr * sprite.flip_x,
yr + hr * sprite.flip_y, },
/* bottom-left */ } else {
.v1 = { /* rotated non-square case*/
c.x - d.y,
c.y + d.x },
.uv1 = {
xr + wr * sprite.flip_x,
yr + hr * !sprite.flip_y, },
/* bottom-right */ CRY("Rotation", "Unimplemented");
.v2 = { }
c.x + d.x,
c.y + d.y },
.uv2 = {
xr + wr * !sprite.flip_x,
yr + hr * !sprite.flip_y, },
/* upper-right */ if (batch.colored)
.v3 = { ((struct sprite_primitive_payload *)payload)[i] = (struct sprite_primitive_payload) {
c.x + d.y, .v0 = v0,
c.y - d.x }, .v1 = v1,
.uv3 = { .v2 = v2,
xr + wr * !sprite.flip_x, .v3 = v3,
yr + hr * sprite.flip_y, },
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
/* equal for all (flat shaded) */ /* equal for all (flat shaded) */
.c0 = sprite.color, .c0 = sprite.color,
@ -226,37 +251,65 @@ static void render_sprites(const struct primitive_2d primitives[],
.c2 = sprite.color, .c2 = sprite.color,
.c3 = sprite.color, .c3 = sprite.color,
}; };
} else
((struct sprite_primitive_payload_without_color *)payload)[i] = (struct sprite_primitive_payload_without_color) {
.v0 = v0,
.v1 = v1,
.v2 = v2,
.v3 = v3,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
};
} }
glUnmapBuffer(GL_ARRAY_BUFFER); glUnmapBuffer(GL_ARRAY_BUFFER);
} }
GLsizei off;
GLsizei voff;
GLsizei uvoff;
if (batch.colored) {
off = offsetof(struct sprite_primitive_payload, v1);
voff = offsetof(struct sprite_primitive_payload, v0);
uvoff = offsetof(struct sprite_primitive_payload, uv0);
} else {
off = offsetof(struct sprite_primitive_payload_without_color, v1);
voff = offsetof(struct sprite_primitive_payload_without_color, v0);
uvoff = offsetof(struct sprite_primitive_payload_without_color, uv0);
}
/* vertex specification */ /* vertex specification */
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, glVertexPointer(2,
GL_FLOAT, GL_FLOAT,
offsetof(struct sprite_primitive_payload, v1), off,
(void *)offsetof(struct sprite_primitive_payload, v0)); (void *)(size_t)voff);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0); glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, glTexCoordPointer(2,
GL_FLOAT, GL_FLOAT,
offsetof(struct sprite_primitive_payload, v1), off,
(void *)offsetof(struct sprite_primitive_payload, uv0)); (void *)(size_t)uvoff);
glEnableClientState(GL_COLOR_ARRAY); if (batch.colored) {
glColorPointer(4, glEnableClientState(GL_COLOR_ARRAY);
GL_UNSIGNED_BYTE, glColorPointer(4,
offsetof(struct sprite_primitive_payload, v1), GL_UNSIGNED_BYTE,
(void *)offsetof(struct sprite_primitive_payload, c0)); off,
(void *)offsetof(struct sprite_primitive_payload, c0));
} else
glColor4ub(255, 255, 255, 255);
textures_bind(&ctx.texture_cache, primitives->sprite.texture_key, GL_TEXTURE_2D); textures_bind(&ctx.texture_cache, primitives->sprite.texture_key, GL_TEXTURE_2D);
bind_quad_element_buffer(); bind_quad_element_buffer();
glDrawElements(GL_TRIANGLES, 6 * (GLsizei)len, GL_UNSIGNED_SHORT, NULL); glDrawElements(GL_TRIANGLES, 6 * (GLsizei)batch.size, GL_UNSIGNED_SHORT, NULL);
/* clear the state */ /* clear the state */
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);