#include "twn_draw.h" #include "twn_draw_c.h" #include "twn_engine_context_c.h" #include "twn_textures_c.h" #include "twn_types.h" #include /* TODO: automatic handling of repeating textures */ /* for that we could allocate a loner texture */ void draw_triangle(const char *path, Vec3 v0, Vec3 v1, Vec3 v2, Vec2 uv0, Vec2 uv1, Vec2 uv2) { // TODO: order drawing by atlas id as well, so that texture rebinding is not as common const TextureKey texture_key = textures_get_key(&ctx.texture_cache, path); struct MeshBatchItem *batch_p = hmgetp_null(ctx.uncolored_mesh_batches, texture_key); if (!batch_p) { struct MeshBatch item = {0}; hmput(ctx.uncolored_mesh_batches, texture_key, item); batch_p = &ctx.uncolored_mesh_batches[hmlenu(ctx.uncolored_mesh_batches) - 1]; } UncoloredSpaceTriangle const triangle = { .v0 = v0, .v1 = v1, .v2 = v2, .uv1 = uv1, .uv0 = uv0, .uv2 = uv2, }; UncoloredSpaceTriangle *triangles = (UncoloredSpaceTriangle *)(void *)batch_p->value.primitives; arrpush(triangles, triangle); batch_p->value.primitives = (uint8_t *)triangles; } void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch, const TextureKey texture_key) { const size_t primitives_len = arrlenu(batch->primitives); /* nothing to do */ if (primitives_len == 0) return; VertexBuffer const buffer = get_scratch_vertex_array(); const Rect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key); const Rect dims = textures_get_dims(&ctx.texture_cache, texture_key); const float wr = srcrect.w / dims.w; const float hr = srcrect.h / dims.h; const float xr = srcrect.x / dims.w; const float yr = srcrect.y / dims.h; /* update pixel-based uvs to correspond with texture atlases */ for (size_t i = 0; i < primitives_len; ++i) { UncoloredSpaceTriangle *payload = &((UncoloredSpaceTriangle *)(void *)batch->primitives)[i]; payload->uv0.x = xr + ((float)payload->uv0.x / srcrect.w) * wr; payload->uv0.y = yr + ((float)payload->uv0.y / srcrect.h) * hr; payload->uv1.x = xr + ((float)payload->uv1.x / srcrect.w) * wr; payload->uv1.y = yr + ((float)payload->uv1.y / srcrect.h) * hr; payload->uv2.x = xr + ((float)payload->uv2.x / srcrect.w) * wr; payload->uv2.y = yr + ((float)payload->uv2.y / srcrect.h) * hr; } specify_vertex_buffer(buffer, batch->primitives, primitives_len * sizeof (UncoloredSpaceTriangle)); DeferredCommandDraw command = {0}; command.vertices = (AttributeArrayPointer) { .arity = 3, .type = GL_FLOAT, .stride = offsetof(UncoloredSpaceTriangle, v1), .offset = offsetof(UncoloredSpaceTriangle, v0), .buffer = buffer }; command.texcoords = (AttributeArrayPointer) { .arity = 2, .type = GL_FLOAT, .stride = offsetof(UncoloredSpaceTriangle, v1), .offset = offsetof(UncoloredSpaceTriangle, uv0), .buffer = buffer }; command.textured = true; command.texture_key = texture_key; command.primitive_count = (GLsizei)(3 * primitives_len); /* TODO: support alpha blended case, with distance sort */ TextureMode mode = textures_get_mode(&ctx.texture_cache, texture_key); if (mode == TEXTURE_MODE_GHOSTLY) mode = TEXTURE_MODE_SEETHROUGH; use_texture_mode(mode); DeferredCommand final_command = { .type = DEFERRED_COMMAND_TYPE_DRAW, .draw = command }; arrpush(deferred_commands, final_command); }