143 lines
3.9 KiB
C
143 lines
3.9 KiB
C
#include "twn_rendering_c.h"
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#include "twn_rendering.h"
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#include "twn_engine_context_c.h"
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#include "twn_camera.h"
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#include <SDL2/SDL.h>
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#include <stb_ds.h>
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#ifdef EMSCRIPTEN
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#include <GLES2/gl2.h>
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#else
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#include <glad/glad.h>
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#endif
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#include <stddef.h>
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#include <tgmath.h>
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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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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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}
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/* rectangle */
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void push_rectangle(Rect rect, Color color) {
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RectPrimitive rectangle = {
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.rect = rect,
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.color = color,
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};
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Primitive2D primitive = {
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.type = PRIMITIVE_2D_RECT,
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.rect = rectangle,
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};
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arrput(ctx.render_queue_2d, primitive);
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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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size_t batch_count = 0;
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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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switch (current->type) {
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case PRIMITIVE_2D_SPRITE: {
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const struct SpriteBatch batch =
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collect_sprite_batch(current, render_queue_len - i);
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/* TODO: what's even the point? just use OR_EQUAL comparison */
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set_depth_range((double)batch_count / UINT16_MAX, 1.0);
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render_sprites(current, batch);
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i += batch.size - 1; ++batch_count;
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break;
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}
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case PRIMITIVE_2D_RECT:
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render_rectangle(¤t->rect);
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break;
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case PRIMITIVE_2D_CIRCLE:
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render_circle(¤t->circle);
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break;
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case PRIMITIVE_2D_TEXT:
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render_text(¤t->text);
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break;
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}
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}
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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)
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return;
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use_space_pipeline();
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for (size_t i = 0; i < hmlenu(ctx.uncolored_mesh_batches); ++i) {
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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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}
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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.game.window_size_has_changed) {
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if ((float)ctx.game.window_w / (float)ctx.game.window_h > RENDER_BASE_RATIO) {
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float ratio = (float)ctx.game.window_h / (float)RENDER_BASE_HEIGHT;
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int w = (int)((float)RENDER_BASE_WIDTH * ratio);
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setup_viewport(
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ctx.game.window_w / 2 - w / 2,
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0,
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w,
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ctx.game.window_h
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);
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} else {
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float ratio = (float)ctx.game.window_w / (float)RENDER_BASE_WIDTH;
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int h = (int)((float)RENDER_BASE_HEIGHT * ratio);
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setup_viewport(
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0,
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ctx.game.window_h / 2 - h / 2,
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ctx.game.window_w,
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h
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);
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}
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}
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clear_draw_buffer();
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render_space();
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render_skybox(); /* after space, as to use depth buffer for early rejection */
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render_2d();
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swap_buffers();
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}
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void set_camera(const Camera *const camera) {
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/* TODO: skip recaulculating if it's the same? */
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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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