opengl moment #1
@ -11,10 +11,11 @@ static void ingame_tick(struct state *state) {
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world_drawdef(scn->world);
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player_calc(scn->player);
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push_sprite_ex((t_frect){ .x = 32, .y = 64, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/light.png",
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.color = (t_color){255, 0, 0, 255},
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.blend = true });
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for (size_t i = 100000; --i;)
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push_sprite_ex((t_frect){ .x = 32, .y = 64, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/light.png",
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.color = (t_color){255, 0, 0, 255},
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.blend = false });
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push_sprite_ex((t_frect){ .x = 48, .y = 64, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/light.png",
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@ -101,17 +101,20 @@ void push_sprite_ex(t_frect rect, t_push_sprite_args args) {
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static struct sprite_batch {
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int atlas_id;
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size_t size; /* how many primitives are in current batch */
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bool blend; /* whether it's blended or not */
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bool colored; /* whether color inmformation is needed to be passed */
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size_t size; /* how many primitives are in current batch */
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bool blend; /* whether it's blended or not */
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bool constant_colored; /* whether colored batch is uniformly colored */
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} collect_sprite_batch(const struct primitive_2d *primitives, size_t len) {
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/* assumes that first primitive is already a sprite */
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struct sprite_batch result = {
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struct sprite_batch batch = {
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.atlas_id =
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textures_get_atlas_id(&ctx.texture_cache, primitives[0].sprite.texture_key),
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.blend = primitives[0].sprite.blend,
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.constant_colored = true,
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};
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const t_color uniform_color = primitives[0].sprite.color;
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/* batch size is clamped so that reallocated short indices could be used */
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if (len >= QUAD_ELEMENT_BUFFER_LENGTH)
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len = QUAD_ELEMENT_BUFFER_LENGTH;
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@ -124,25 +127,25 @@ static struct sprite_batch {
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break;
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/* only collect the same blend modes */
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if (current->sprite.blend != result.blend)
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if (current->sprite.blend != batch.blend)
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break;
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/* only collect the same texture atlases */
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if (textures_get_atlas_id(&ctx.texture_cache, current->sprite.texture_key)
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!= result.atlas_id)
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!= batch.atlas_id)
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break;
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/* if all are effectively without modulation we can skip sending color data */
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if (!result.colored && (current->sprite.color.r != 255 ||
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current->sprite.color.g != 255 ||
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current->sprite.color.b != 255 ||
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current->sprite.color.a != 255 ))
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result.colored = true;
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/* if all are modulated the same we can skip sending the color data */
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if (batch.constant_colored && (current->sprite.color.r != uniform_color.r ||
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current->sprite.color.g != uniform_color.g ||
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current->sprite.color.b != uniform_color.b ||
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current->sprite.color.a != uniform_color.a ))
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batch.constant_colored = false;
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++result.size;
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++batch.size;
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}
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return result;
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return batch;
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}
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@ -165,7 +168,7 @@ static void render_sprites(const struct primitive_2d primitives[],
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}
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size_t payload_size;
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if (batch.colored)
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if (!batch.constant_colored)
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payload_size = sizeof (struct sprite_primitive_payload);
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else
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payload_size = sizeof (struct sprite_primitive_payload_without_color);
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@ -233,7 +236,7 @@ static void render_sprites(const struct primitive_2d primitives[],
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CRY("Rotation", "Unimplemented");
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}
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if (batch.colored)
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if (!batch.constant_colored)
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((struct sprite_primitive_payload *)payload)[i] = (struct sprite_primitive_payload) {
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.v0 = v0,
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.v1 = v1,
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@ -272,7 +275,7 @@ static void render_sprites(const struct primitive_2d primitives[],
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GLsizei voff;
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GLsizei uvoff;
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if (batch.colored) {
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if (!batch.constant_colored) {
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off = offsetof(struct sprite_primitive_payload, v1);
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voff = offsetof(struct sprite_primitive_payload, v0);
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uvoff = offsetof(struct sprite_primitive_payload, uv0);
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@ -296,14 +299,17 @@ static void render_sprites(const struct primitive_2d primitives[],
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off,
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(void *)(size_t)uvoff);
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if (batch.colored) {
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if (!batch.constant_colored) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4,
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GL_UNSIGNED_BYTE,
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off,
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(void *)offsetof(struct sprite_primitive_payload, c0));
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} else
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glColor4ub(255, 255, 255, 255);
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glColor4ub(primitives[0].sprite.color.r,
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primitives[0].sprite.color.g,
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primitives[0].sprite.color.b,
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primitives[0].sprite.color.a);
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textures_bind(&ctx.texture_cache, primitives->sprite.texture_key, GL_TEXTURE_2D);
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