535 lines
15 KiB
C
535 lines
15 KiB
C
#include "twn_draw_c.h"
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#include "twn_draw.h"
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#include "twn_engine_context_c.h"
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#include "twn_camera_c.h"
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#include "twn_types.h"
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#include "twn_util_c.h"
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#include "twn_vec.h"
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#include "twn_deferred_commands.h"
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#include <SDL2/SDL.h>
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#include <stb_ds.h>
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#include <stddef.h>
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#include <tgmath.h>
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DeferredCommand *deferred_commands;
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/* TODO: have a default initialized one */
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Matrix4 camera_projection_matrix;
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Matrix4 camera_look_at_matrix;
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void render_queue_clear(void) {
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text_cache_reset_arena(&ctx.text_cache);
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/* since i don't intend to free the queues, */
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/* it's faster and simpler to just "start over" */
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/* and start overwriting the existing data */
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arrsetlen(ctx.render_queue_2d, 0);
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/* TODO: free memory if it isn't used for a while */
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for (size_t i = 0; i < hmlenu(ctx.uncolored_mesh_batches); ++i)
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arrsetlen(ctx.uncolored_mesh_batches[i].value.primitives, 0);
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for (size_t i = 0; i < hmlenu(ctx.billboard_batches); ++i)
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arrsetlen(ctx.billboard_batches[i].value.primitives, 0);
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}
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void draw_nine_slice(const char *texture, Vec2 corners, Rect rect, float border_thickness, Color color) {
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const float bt = border_thickness;
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const float bt2 = bt * 2; /* combined size of the two borders in an axis */
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Rect top_left = {
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.x = rect.x,
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.y = rect.y,
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.w = bt,
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.h = bt,
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};
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m_sprite(
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m_set(texture, texture),
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m_set(rect, top_left),
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m_opt(texture_region, ((Rect) { 0, 0, bt, bt })),
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m_opt(color, color),
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);
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Rect top_center = {
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.x = rect.x + bt,
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.y = rect.y,
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.w = rect.w - bt2, /* here bt2 represents the top left and right corners */
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.h = bt,
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};
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m_sprite(
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m_set(texture, texture),
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m_set(rect, top_center),
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m_opt(texture_region, ((Rect) { bt, 0, corners.x - bt2, bt })),
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m_opt(color, color),
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);
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Rect top_right = {
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.x = rect.x + (rect.w - bt),
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.y = rect.y,
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.w = bt,
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.h = bt,
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};
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m_sprite(
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m_set(texture, texture),
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m_set(rect, top_right),
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m_opt(texture_region, ((Rect) { corners.x - bt, 0, bt, bt })),
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m_opt(color, color),
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);
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Rect center_left = {
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.x = rect.x,
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.y = rect.y + bt,
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.w = bt,
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.h = rect.h - bt2, /* here bt2 represents the top and bottom left corners */
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};
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m_sprite(
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m_set(texture, texture),
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m_set(rect, center_left),
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m_opt(texture_region, ((Rect) { 0, bt, bt, corners.y - bt2 })),
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m_opt(color, color),
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);
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Rect center_right = {
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.x = rect.x + (rect.w - bt),
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.y = rect.y + bt,
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.w = bt,
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.h = rect.h - bt2, /* here bt2 represents the top and bottom right corners */
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};
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m_sprite(
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m_set(texture, texture),
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m_set(rect, center_right),
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m_opt(texture_region, ((Rect) { corners.x - bt, bt, bt, corners.y - bt2 })),
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m_opt(color, color),
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);
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Rect bottom_left = {
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.x = rect.x,
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.y = rect.y + (rect.h - bt),
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.w = bt,
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.h = bt,
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};
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m_sprite(
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m_set(texture, texture),
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m_set(rect, bottom_left),
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m_opt(texture_region, ((Rect) { 0, corners.y - bt, bt, bt })),
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m_opt(color, color),
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);
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Rect bottom_center = {
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.x = rect.x + bt,
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.y = rect.y + (rect.h - bt),
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.w = rect.w - bt2, /* here bt2 represents the bottom left and right corners */
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.h = bt,
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};
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m_sprite(
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m_set(texture, texture),
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m_set(rect, bottom_center),
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m_opt(texture_region, ((Rect) { bt, corners.y - bt, corners.x - bt2, bt })),
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m_opt(color, color),
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);
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Rect bottom_right = {
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.x = rect.x + (rect.w - bt),
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.y = rect.y + (rect.h - bt),
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.w = bt,
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.h = bt,
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};
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m_sprite(
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m_set(texture, texture),
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m_set(rect, bottom_right),
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m_opt(texture_region, ((Rect) { corners.x - bt, corners.y - bt, bt, bt })),
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m_opt(color, color),
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);
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Rect center = {
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.x = rect.x + bt,
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.y = rect.y + bt,
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.w = rect.w - bt2,
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.h = rect.h - bt2,
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};
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m_sprite(
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m_set(texture, texture),
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m_set(rect, center),
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m_opt(texture_region, ((Rect) { bt, bt, corners.x - bt2, corners.y - bt2 })),
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m_opt(color, color),
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);
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}
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static void render_2d(void) {
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use_2d_pipeline();
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const size_t render_queue_len = arrlenu(ctx.render_queue_2d);
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struct Render2DInvocation {
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Primitive2D const *primitive;
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double layer;
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union {
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struct QuadBatch quad_batch;
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};
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};
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/* first, collect all invocations, while merging into batches where applicable */
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/* we separate into opaque and transparent ones, as it presents optimization opportunities */
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struct Render2DInvocation *opaque_invocations = NULL;
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struct Render2DInvocation *ghostly_invocations = NULL;
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arrsetcap(opaque_invocations, render_queue_len);
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arrsetcap(ghostly_invocations, render_queue_len);
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for (size_t i = 0; i < render_queue_len; ++i) {
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const Primitive2D *current = &ctx.render_queue_2d[i];
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// TODO: https://gamedev.stackexchange.com/questions/101136/using-full-resolution-of-depth-buffer-for-2d-rendering
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double const layer = ((double)((render_queue_len + 1) - i) / (double)(render_queue_len + 1)) * 0.75;
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switch (current->type) {
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case PRIMITIVE_2D_SPRITE: {
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const struct QuadBatch batch =
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collect_sprite_batch(current, render_queue_len - i);
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struct Render2DInvocation const invocation = {
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.primitive = current,
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.quad_batch = batch,
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.layer = layer,
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};
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if (batch.mode == TEXTURE_MODE_GHOSTLY)
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arrput(ghostly_invocations, invocation);
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else
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arrput(opaque_invocations, invocation);
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i += batch.size - 1;
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break;
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}
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case PRIMITIVE_2D_RECT: {
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const struct QuadBatch batch =
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collect_rect_batch(current, render_queue_len - i);
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struct Render2DInvocation const invocation = {
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.primitive = current,
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.quad_batch = batch,
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.layer = layer,
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};
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if (batch.mode == TEXTURE_MODE_GHOSTLY)
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arrput(ghostly_invocations, invocation);
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else
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arrput(opaque_invocations, invocation);
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i += batch.size - 1;
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break;
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}
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case PRIMITIVE_2D_CIRCLE: {
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struct Render2DInvocation const invocation = {
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.primitive = current,
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.layer = layer,
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};
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if (current->circle.color.a != 255)
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arrput(ghostly_invocations, invocation);
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else
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arrput(opaque_invocations, invocation);
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break;
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}
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case PRIMITIVE_2D_TEXT: {
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struct Render2DInvocation const invocation = {
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.primitive = current,
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.layer = layer,
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};
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arrput(ghostly_invocations, invocation);
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break;
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}
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default:
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SDL_assert(false);
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}
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}
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/* first issue all opaque primitives, front-to-back */
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for (size_t i = 0; i < arrlenu(opaque_invocations); ++i) {
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struct Render2DInvocation const invocation = opaque_invocations[arrlenu(opaque_invocations) - 1 - i];
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/* idea here is to set constant z write that moves further and further along */
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/* with that every batch can early z reject against the previous */
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/* additionally, it will also apply for future transparent passes, sandwitching in-between */
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set_depth_range(invocation.layer, 1.0);
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switch (invocation.primitive->type) {
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case PRIMITIVE_2D_SPRITE: {
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render_sprite_batch(invocation.primitive, invocation.quad_batch);
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break;
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}
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case PRIMITIVE_2D_RECT: {
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render_rect_batch(invocation.primitive, invocation.quad_batch);
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break;
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}
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/* TODO: circle batching */
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case PRIMITIVE_2D_CIRCLE:
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render_circle(&invocation.primitive->circle);
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break;
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case PRIMITIVE_2D_TEXT:
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default:
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SDL_assert(false);
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}
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}
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/* then issue all transparent primitives, back-to-front */
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for (size_t i = 0; i < arrlenu(ghostly_invocations); ++i) {
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struct Render2DInvocation const invocation = ghostly_invocations[i];
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/* now we use it not for writing layers, but inferring ordering */
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set_depth_range(invocation.layer, 1.0);
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switch (invocation.primitive->type) {
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case PRIMITIVE_2D_SPRITE: {
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render_sprite_batch(invocation.primitive, invocation.quad_batch);
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break;
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}
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case PRIMITIVE_2D_RECT: {
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render_rect_batch(invocation.primitive, invocation.quad_batch);
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break;
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}
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/* TODO: circle batching */
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case PRIMITIVE_2D_CIRCLE:
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render_circle(&invocation.primitive->circle);
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break;
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case PRIMITIVE_2D_TEXT:
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render_text(&invocation.primitive->text);
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break;
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default:
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SDL_assert(false);
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}
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}
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arrfree(opaque_invocations);
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arrfree(ghostly_invocations);
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}
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static void render_space(void) {
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/* nothing to do, abort */
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/* as space pipeline isn't used we can have fewer changes and initialization costs */
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if (hmlenu(ctx.uncolored_mesh_batches) != 0 || hmlenu(ctx.billboard_batches) != 0) {
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use_space_pipeline();
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apply_fog();
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for (size_t i = 0; i < hmlenu(ctx.uncolored_mesh_batches); ++i) {
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finally_draw_uncolored_space_traingle_batch(&ctx.uncolored_mesh_batches[i].value,
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ctx.uncolored_mesh_batches[i].key);
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}
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for (size_t i = 0; i < hmlenu(ctx.billboard_batches); ++i) {
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finally_draw_billboard_batch(&ctx.billboard_batches[i].value, ctx.billboard_batches[i].key);
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}
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pop_fog();
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}
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render_skybox(); /* after everything else, as to use depth buffer for early z rejection */
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}
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void render(void) {
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textures_update_atlas(&ctx.texture_cache);
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/* fit rendering context onto the resizable screen */
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if (ctx.window_size_has_changed) {
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setup_viewport((int)ctx.viewport_rect.x, (int)ctx.viewport_rect.y, (int)ctx.viewport_rect.w, (int)ctx.viewport_rect.h);
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}
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start_render_frame(); {
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render_space();
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render_2d();
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} end_render_frame();
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}
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void draw_camera(Vec3 position, float fov, Vec3 up, Vec3 direction) {
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Camera const camera = {
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.fov = fov,
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.pos = position,
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.target = direction,
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.up = up,
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};
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camera_projection_matrix = camera_perspective(&camera);
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camera_look_at_matrix = camera_look_at(&camera);
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}
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/* TODO: https://stackoverflow.com/questions/62493770/how-to-add-roll-in-camera-class */
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DrawCameraFromPrincipalAxesResult draw_camera_from_principal_axes(Vec3 position, float fov, float roll, float pitch, float yaw) {
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(void)roll;
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float yawc, yaws, pitchc, pitchs;
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sincosf(yaw, &yaws, &yawc);
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sincosf(pitch, &pitchs, &pitchc);
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Camera const camera = {
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.fov = fov,
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.pos = position,
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.target = m_vec_norm(((Vec3){
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yawc * pitchc,
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pitchs,
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yaws * pitchc,
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})),
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.up = (Vec3){0, 1, 0},
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};
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camera_projection_matrix = camera_perspective(&camera);
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camera_look_at_matrix = camera_look_at(&camera);
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return (DrawCameraFromPrincipalAxesResult) {
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.direction = camera.target,
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.up = camera.up,
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};
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}
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void set_depth_range(double low, double high) {
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DeferredCommand const command = {
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.type = DEFERRED_COMMAND_TYPE_DEPTH_RANGE,
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.depth_range = {
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.low = low,
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.high = high
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}
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};
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arrpush(deferred_commands, command);
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}
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void clear_draw_buffer(void) {
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/* TODO: we can optimize a rectangle drawn over whole window to a clear color call*/
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DeferredCommand command = {
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.type = DEFERRED_COMMAND_TYPE_CLEAR,
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.clear = (DeferredCommandClear) {
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.clear_color = true,
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.clear_depth = true,
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.clear_stencil = true,
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.color = (Color) { 230, 230, 230, 1 }
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}
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};
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arrpush(deferred_commands, command);
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}
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void use_texture_mode(TextureMode mode) {
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DeferredCommand const command = {
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.type = DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE,
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.use_texture_mode = { mode }
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};
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arrpush(deferred_commands, command);
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}
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void use_2d_pipeline(void) {
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DeferredCommand const command = {
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.type = DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
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.use_pipeline = { PIPELINE_2D }
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};
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arrpush(deferred_commands, command);
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}
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void use_space_pipeline(void) {
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DeferredCommand const command = {
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.type = DEFERRED_COMMAND_TYPE_USE_PIPIELINE,
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.use_pipeline = { PIPELINE_SPACE }
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};
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arrpush(deferred_commands, command);
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}
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void issue_deferred_draw_commands(void) {
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for (size_t i = 0; i < arrlenu(deferred_commands); ++i) {
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switch (deferred_commands[i].type) {
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case DEFERRED_COMMAND_TYPE_DEPTH_RANGE: {
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finally_set_depth_range(deferred_commands[i].depth_range);
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break;
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}
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case DEFERRED_COMMAND_TYPE_CLEAR: {
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finally_clear_draw_buffer(deferred_commands[i].clear);
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break;
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}
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case DEFERRED_COMMAND_TYPE_DRAW: {
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finally_draw_command(deferred_commands[i].draw);
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break;
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}
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case DEFERRED_COMMAND_TYPE_DRAW_SKYBOX: {
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finally_render_skybox(deferred_commands[i].draw_skybox);
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break;
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}
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case DEFERRED_COMMAND_TYPE_USE_PIPIELINE: {
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switch (deferred_commands[i].use_pipeline.pipeline) {
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case PIPELINE_2D:
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finally_use_2d_pipeline();
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break;
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case PIPELINE_SPACE:
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finally_use_space_pipeline();
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break;
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case PIPELINE_NO:
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default:
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SDL_assert(false);
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}
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break;
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}
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case DEFERRED_COMMAND_TYPE_USE_TEXTURE_MODE: {
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finally_use_texture_mode(deferred_commands[i].use_texture_mode.mode);
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break;
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}
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case DEFERRED_COMMAND_TYPE_APPLY_FOG: {
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finally_apply_fog(deferred_commands[i].apply_fog);
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break;
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}
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case DEFERRED_COMMAND_TYPE_POP_FOG: {
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finally_pop_fog();
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break;
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}
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default:
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SDL_assert(false);
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}
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}
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}
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