#include "twn_rendering_c.h" #include "twn_util.h" #include "twn_util_c.h" #include "twn_config.h" #include "twn_engine_context_c.h" #include "twn_text_c.h" #include /* 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; Vec2 uv0; Color c0; /* bottom-left */ Vec2 v1; Vec2 uv1; Color c1; /* bottom-right */ Vec2 v2; Vec2 uv2; Color c2; /* upper-right */ Vec2 v3; Vec2 uv3; Color c3; } ElementIndexedQuad; typedef struct ElementIndexedQuadWithoutColor { /* upper-left */ Vec2 v0; Vec2 uv0; /* bottom-left */ Vec2 v1; Vec2 uv1; /* bottom-right */ Vec2 v2; Vec2 uv2; /* upper-right */ Vec2 v3; Vec2 uv3; } ElementIndexedQuadWithoutColor; typedef enum { PIPELINE_NO, PIPELINE_SPACE, PIPELINE_2D, } Pipeline; static Pipeline pipeline_last_used = PIPELINE_NO; void use_space_pipeline(void) { glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel(GL_SMOOTH); if (GLAD_GL_ARB_depth_clamp) glDisable(GL_DEPTH_CLAMP); glMatrixMode(GL_PROJECTION); glLoadMatrixf(&camera_projection_matrix.row[0].x); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(&camera_look_at_matrix.row[0].x); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glDepthFunc(GL_LESS); glDepthRange(0, 1); glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST); /* TODO: infer its usage? */ glAlphaFunc(GL_EQUAL, 1.0f); glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); /* solid white, no modulation */ glColor4ub(255, 255, 255, 255); pipeline_last_used = PIPELINE_SPACE; } void use_2d_pipeline(void) { if (pipeline_last_used == PIPELINE_SPACE) { glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glFlush(); } glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glShadeModel(GL_FLAT); /* removes near/far plane comparison and discard */ if (GLAD_GL_ARB_depth_clamp) glDisable(GL_DEPTH_CLAMP); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, (double)ctx.base_render_width, (double)ctx.base_render_height, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glDisable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); 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) { if (mode == TEXTURE_MODE_GHOSTLY) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthFunc(GL_ALWAYS); glDepthMask(GL_FALSE); glDisable(GL_ALPHA_TEST); } else if (mode == TEXTURE_MODE_SEETHROUGH) { glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_EQUAL, 1.0f); } else { glDisable(GL_BLEND); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); glDisable(GL_ALPHA_TEST); } } VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes) { glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, bytes, NULL, GL_STREAM_DRAW); void *mapping = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); if (!mapping) CRY("build_vertex_buffer", "Error mapping a vertex array buffer"); return (VertexBufferBuilder) { .mapping = mapping, .bytes_left = bytes, }; } bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder, void *bytes, size_t size) { if (builder->bytes_left == 0) return false; SDL_memcpy(builder->mapping, bytes, size); builder->bytes_left -= size; /* trigger data send */ if (builder->bytes_left == 0) { glUnmapBuffer(GL_ARRAY_BUFFER); return false; } builder->mapping = (void *)((uintptr_t)builder->mapping + size); return true; } void finally_render_sprites(const Primitive2D primitives[], const struct SpriteBatch batch, const VertexBuffer buffer) { /* TODO: maybe do, dunno */ // glBindBuffer(GL_VERTEX_ARRAY, vertex_buffer); (void)buffer; GLsizei off; GLsizei voff; GLsizei uvoff; if (!batch.constant_colored) { off = offsetof(ElementIndexedQuad, v1); voff = offsetof(ElementIndexedQuad, v0); uvoff = offsetof(ElementIndexedQuad, uv0); } else { off = offsetof(ElementIndexedQuadWithoutColor, v1); voff = offsetof(ElementIndexedQuadWithoutColor, v0); uvoff = offsetof(ElementIndexedQuadWithoutColor, uv0); } /* vertex specification */ glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, off, (void *)(size_t)voff); 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)); } 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); 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); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } size_t get_sprite_payload_size(struct SpriteBatch batch) { if (batch.constant_colored) return sizeof (ElementIndexedQuadWithoutColor); else return sizeof (ElementIndexedQuad); } 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) { if (!batch.constant_colored) { ElementIndexedQuad buffer_element = { .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, }; return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element); } else { ElementIndexedQuadWithoutColor buffer_element = { .v0 = v0, .v1 = v1, .v2 = v2, .v3 = v3, .uv0 = uv0, .uv1 = uv1, .uv2 = uv2, .uv3 = uv3, }; return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element); } } void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch, const TextureKey texture_key, const VertexBuffer buffer) { const size_t primitives_len = arrlenu(batch->primitives); textures_bind(&ctx.texture_cache, texture_key); glBindBuffer(GL_ARRAY_BUFFER, buffer); /* vertex specification*/ glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, offsetof(struct UncoloredSpaceTrianglePayload, v1), (void *)offsetof(struct UncoloredSpaceTrianglePayload, v0)); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0); glTexCoordPointer(2, GL_FLOAT, offsetof(struct UncoloredSpaceTrianglePayload, v1), (void *)offsetof(struct UncoloredSpaceTrianglePayload, uv0)); /* commit for drawing */ glDrawArrays(GL_TRIANGLES, 0, 3 * (GLint)primitives_len); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); /* invalidate the buffer immediately */ glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } bool push_text_payload_to_vertex_buffer_builder(FontData const *font_data, VertexBufferBuilder *builder, stbtt_aligned_quad quad) { (void)font_data; ElementIndexedQuadWithoutColor buffer_element = { .v0 = (Vec2){ quad.x0, quad.y0 }, .v1 = (Vec2){ quad.x1, quad.y0 }, .v2 = (Vec2){ quad.x1, quad.y1 }, .v3 = (Vec2){ quad.x0, quad.y1 }, .uv0 = (Vec2){ quad.s0, quad.t0 }, .uv1 = (Vec2){ quad.s1, quad.t0 }, .uv2 = (Vec2){ quad.s1, quad.t1 }, .uv3 = (Vec2){ quad.s0, quad.t1 }, }; return push_to_vertex_buffer_builder(builder, &buffer_element, sizeof buffer_element); } void finally_draw_text(FontData const *font_data, size_t len, Color color, VertexBuffer buffer) { (void)buffer; /* vertex specification */ glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, offsetof(ElementIndexedQuadWithoutColor, v1), (void *)(size_t)offsetof(ElementIndexedQuadWithoutColor, v0)); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0); glTexCoordPointer(2, GL_FLOAT, offsetof(ElementIndexedQuadWithoutColor, v1), (void *)(size_t)offsetof(ElementIndexedQuadWithoutColor, uv0)); bind_quad_element_buffer(); use_texture_mode(TEXTURE_MODE_GHOSTLY); glBindTexture(GL_TEXTURE_2D, font_data->texture); 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); } size_t get_text_payload_size(void) { return sizeof (ElementIndexedQuadWithoutColor); } static void load_cubemap_side(const char *path, GLenum target) { SDL_Surface *surface = textures_load_surface(path); /* TODO: sanity check whether all of them have same dimensions? */ glTexImage2D(target, 0, GL_RGBA8, surface->w, surface->h, 0, surface->format->BytesPerPixel == 4 ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); SDL_free(surface->pixels); SDL_FreeSurface(surface); } void finally_render_skybox(char *paths) { static GLuint cubemap = 0; static char *paths_cache = NULL; bool loading_needed = false; /* drop it */ if (!paths_cache || (SDL_strcmp(paths_cache, paths) != 0)) { if (cubemap) glDeleteTextures(1, &cubemap); glGenTextures(1, &cubemap); if (paths_cache) SDL_free(paths_cache); paths_cache = paths; loading_needed = true; } else SDL_free(paths); Matrix4 camera_look_at_matrix_solipsist = camera_look_at_matrix; camera_look_at_matrix_solipsist.row[3].x = 0; camera_look_at_matrix_solipsist.row[3].y = 0; camera_look_at_matrix_solipsist.row[3].z = 0; glMatrixMode(GL_MODELVIEW); glLoadMatrixf(&camera_look_at_matrix_solipsist.row[0].x); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_CUBE_MAP); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap); /* note: assumes that space pipeline is applied already */ glDisable(GL_ALPHA_TEST); glDepthMask(GL_TRUE); if (loading_needed) { /* load all the sides */ char *expanded = expand_asterisk(paths, "up"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_POSITIVE_Y); SDL_free(expanded); expanded = expand_asterisk(paths, "down"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y); SDL_free(expanded); expanded = expand_asterisk(paths, "east"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_POSITIVE_X); SDL_free(expanded); expanded = expand_asterisk(paths, "north"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_POSITIVE_Z); SDL_free(expanded); expanded = expand_asterisk(paths, "west"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_NEGATIVE_X); SDL_free(expanded); expanded = expand_asterisk(paths, "south"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z); SDL_free(expanded); } /* TODO: use lists at the very least */ /* TODO: figure out which coordinates to use to not have issues with far z */ glBegin(GL_QUADS); { /* up */ glTexCoord3f(50.f, 50.f, 50.f); glVertex3f(50.f, 50.f, 50.f); glTexCoord3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glTexCoord3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glTexCoord3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); /* down */ glTexCoord3f(50.f, -50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); glTexCoord3f(50.f, -50.f, -50.f); glVertex3f(50.f, -50.f, -50.f); glTexCoord3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, -50.f, -50.f); glTexCoord3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); /* east */ glTexCoord3f(50.f, -50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); glTexCoord3f(50.f, 50.f, 50.f); glVertex3f(50.f, 50.f, 50.f); glTexCoord3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); glTexCoord3f(50.f, -50.f, -50.f); glVertex3f(50.f, -50.f, -50.f); /* west */ glTexCoord3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glTexCoord3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, -50.f, -50.f); glTexCoord3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glTexCoord3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); /* north */ glTexCoord3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glTexCoord3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glTexCoord3f(50.f, 50.f, 50.f); glVertex3f(50.f, 50.f, 50.f); glTexCoord3f(50.f, -50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); /* south */ glTexCoord3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, -50.f, -50.f); glTexCoord3f(50.f, -50.f, -50.f); glVertex3f(50.f, -50.f, -50.f); glTexCoord3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); glTexCoord3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); } glEnd(); glDisable(GL_TEXTURE_CUBE_MAP); }