#include "twn_draw_c.h" #include #include void finally_render_quads(const Primitive2D primitives[], const struct QuadBatch batch, const VertexBuffer buffer) { DeferredCommandDraw command = {0}; uint32_t off = 0, voff = 0, uvoff = 0, coff = 0; if (!batch.constant_colored && batch.textured) { off = offsetof(ElementIndexedQuad, v1); voff = offsetof(ElementIndexedQuad, v0); uvoff = offsetof(ElementIndexedQuad, uv0); 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); } command.vertices = (AttributeArrayPointer) { .arity = 2, .type = TWN_FLOAT, .stride = off, .offset = voff, .buffer = buffer }; if (batch.textured) command.texcoords = (AttributeArrayPointer) { .arity = 2, .type = TWN_FLOAT, .stride = off, .offset = uvoff, .buffer = buffer }; if (!batch.constant_colored) { command.colors = (AttributeArrayPointer) { .arity = 4, .type = TWN_UNSIGNED_BYTE, .stride = off, .offset = coff, .buffer = buffer }; } else { command.constant_colored = true; command.color = primitives[0].sprite.color; } if (batch.textured) { command.textured = true; command.texture_key = batch.texture_key; command.texture_repeat = batch.repeat; } command.element_buffer = get_quad_element_buffer(); command.element_count = 6 * (uint32_t)batch.size; command.range_end = 6 * (uint32_t)batch.size; command.texture_mode = batch.mode; command.pipeline = PIPELINE_2D; command.depth_range_high = depth_range_high; command.depth_range_low = depth_range_low; DeferredCommand final_command = { .type = DEFERRED_COMMAND_TYPE_DRAW, .draw = command }; arrpush(deferred_commands, final_command); } size_t get_quad_payload_size(struct QuadBatch batch) { if (batch.constant_colored && batch.textured) return sizeof (ElementIndexedQuadWithoutColor); else if (!batch.constant_colored && batch.textured) return sizeof (ElementIndexedQuad); else if (batch.constant_colored && !batch.textured) return sizeof (ElementIndexedQuadWithoutColorWithoutTexture); else if (!batch.constant_colored && !batch.textured) return sizeof (ElementIndexedQuadWithoutTexture); SDL_assert(false); return 0; } void push_quad_payload_to_vertex_buffer_builder(struct QuadBatch batch, size_t index, VertexBufferBuilder *builder, Vec2 v0, Vec2 v1, Vec2 v2, Vec2 v3, Vec2 uv0, Vec2 uv1, Vec2 uv2, Vec2 uv3, Color color) { if (!batch.constant_colored && batch.textured) { ElementIndexedQuad const payload = { .v0 = v0, .v1 = v1, .v2 = v2, .v3 = v3, .uv0 = uv0, .uv1 = uv1, .uv2 = uv2, .uv3 = uv3, /* equal for all (flat shaded) */ .c0 = color, // .c1 = color, .c2 = color, // .c3 = color, }; ((ElementIndexedQuad *)builder->base)[index] = payload; } else if (batch.constant_colored && batch.textured) { ElementIndexedQuadWithoutColor const payload = { .v0 = v0, .v1 = v1, .v2 = v2, .v3 = v3, .uv0 = uv0, .uv1 = uv1, .uv2 = uv2, .uv3 = uv3, }; ((ElementIndexedQuadWithoutColor *)builder->base)[index] = payload; } else if (!batch.constant_colored && !batch.textured) { ElementIndexedQuadWithoutTexture const payload = { .v0 = v0, .v1 = v1, .v2 = v2, .v3 = v3, /* equal for all (flat shaded) */ .c0 = color, // .c1 = color, .c2 = color, // .c3 = color, }; ((ElementIndexedQuadWithoutTexture *)builder->base)[index] = payload; } else if (batch.constant_colored && !batch.textured) { ElementIndexedQuadWithoutColorWithoutTexture const payload = { .v0 = v0, .v1 = v1, .v2 = v2, .v3 = v3, }; ((ElementIndexedQuadWithoutColorWithoutTexture *)builder->base)[index] = payload; } }