townengine/src/rendering/twn_billboards.c
2025-01-27 05:08:45 +03:00

186 lines
6.6 KiB
C

#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 "twn_util_c.h"
#include "twn_vec.h"
#include <stb_ds.h>
void draw_billboard(const char *texture,
Vec3 position,
Vec2 size,
Color color,
bool cylindrical)
{
// 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, texture);
struct MeshBatchItem *batch_p = hmgetp_null(ctx.billboard_batches, texture_key);
if (!batch_p) {
struct MeshBatch item = {0};
hmput(ctx.billboard_batches, texture_key, item);
batch_p = &ctx.billboard_batches[hmlenu(ctx.billboard_batches) - 1]; /* TODO: can last index be used? */
}
struct SpaceBillboard billboard = {
.color = color,
.cylindrical = cylindrical,
.position = position,
.size = size,
};
struct SpaceBillboard *billboards = (struct SpaceBillboard *)(void *)batch_p->value.primitives;
arrpush(billboards, billboard);
batch_p->value.primitives = (uint8_t *)billboards;
}
/* reused for all billboards */
static Vec3 right_plus_up;
static Vec3 right_minus_up;
static Vec3 right_plus_up_cylindrical;
static Vec3 right_minus_up_cylindrical;
/* precalculate (right + up) and (right - up) that are used with all batches */
static void calculate_intermediates(void) {
Vec3 const right = { camera_look_at_matrix.row[0].x, camera_look_at_matrix.row[1].x, camera_look_at_matrix.row[2].x };
Vec3 const up = { camera_look_at_matrix.row[0].y, camera_look_at_matrix.row[1].y, camera_look_at_matrix.row[2].y };
right_plus_up = m_vec_add(right, up);
right_minus_up = m_vec_sub(right, up);
Vec3 const up_cylindrical = { 0, 1, 0 };
right_plus_up_cylindrical = m_vec_add(right, up_cylindrical);
right_minus_up_cylindrical = m_vec_sub(right, up_cylindrical);
}
/* http://www.lighthouse3d.com/opengl/billboarding/index.php?billCheat2 */
void finally_draw_billboard_batch(struct MeshBatch const *batch,
TextureKey texture_key)
{
const size_t primitives_len = arrlenu(batch->primitives);
/* nothing to do */
if (primitives_len == 0)
return;
/* TODO: only do it once per frame */
calculate_intermediates();
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;
const Vec2 uv0 = { xr, yr };
const Vec2 uv1 = { xr, yr + hr };
const Vec2 uv2 = { xr + wr, yr + hr };
const Vec2 uv3 = { xr + wr, yr };
for (size_t batch_n = 0; batch_n <= (primitives_len - 1) / QUAD_ELEMENT_BUFFER_LENGTH; batch_n++) {
/* emit vertex data */
VertexBuffer const buffer = get_scratch_vertex_array();
VertexBufferBuilder builder = build_vertex_buffer(
buffer,
sizeof (ElementIndexedBillboard) * MIN(primitives_len - batch_n * QUAD_ELEMENT_BUFFER_LENGTH, QUAD_ELEMENT_BUFFER_LENGTH));
for (size_t i = 0; i < primitives_len; ++i) {
struct SpaceBillboard const billboard = ((SpaceBillboard *)(void *)batch->primitives)[batch_n * QUAD_ELEMENT_BUFFER_LENGTH + i];
/* a = (right + up) * size, b = (right - up) * size*/
Vec3 a, b;
if (billboard.cylindrical) {
a = vec3_mul(right_plus_up_cylindrical, ((Vec3){billboard.size.x, billboard.size.y, billboard.size.x }));
b = vec3_mul(right_minus_up_cylindrical, ((Vec3){billboard.size.x, billboard.size.y, billboard.size.x }));
} else {
a = vec3_mul(right_plus_up, ((Vec3){billboard.size.x, billboard.size.y, billboard.size.x }));
b = vec3_mul(right_minus_up, ((Vec3){billboard.size.x, billboard.size.y, billboard.size.x }));
}
struct ElementIndexedBillboard const payload = {
/* flat shading is assumed, so we can skip setting the duplicates */
.c0 = billboard.color,
// .c1 = billboard.color,
.c2 = billboard.color,
// .c3 = billboard.color,
.uv0 = uv0,
.uv1 = uv1,
.uv2 = uv2,
.uv3 = uv3,
.v0 = vec3_sub(billboard.position, b),
.v1 = vec3_sub(billboard.position, a),
.v2 = vec3_add(billboard.position, b),
.v3 = vec3_add(billboard.position, a),
};
((struct ElementIndexedBillboard *)builder.base)[i] = payload;
}
finish_vertex_builder(&builder);
/* commit to drawing */
DeferredCommandDraw command = {0};
command.vertices = (AttributeArrayPointer) {
.arity = 3,
.type = TWN_FLOAT,
.stride = offsetof(ElementIndexedBillboard, v1),
.offset = offsetof(ElementIndexedBillboard, v0),
.buffer = buffer
};
command.texcoords = (AttributeArrayPointer) {
.arity = 2,
.type = TWN_FLOAT,
.stride = offsetof(ElementIndexedBillboard, v1),
.offset = offsetof(ElementIndexedBillboard, uv0),
.buffer = buffer
};
command.colors = (AttributeArrayPointer) {
.arity = 4,
.type = TWN_UNSIGNED_BYTE,
.stride = offsetof(ElementIndexedBillboard, v1),
.offset = offsetof(ElementIndexedBillboard, c0),
.buffer = buffer
};
command.textured = true;
command.texture_key = texture_key;
command.element_buffer = get_quad_element_buffer();
command.element_count = 6 * (uint32_t)primitives_len;
command.range_end = 6 * (uint32_t)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;
command.texture_mode = mode;
command.pipeline = PIPELINE_SPACE;
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);
}
}