Dengine/src/Renderer.c

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#include "Dengine/Renderer.h"
#include "Dengine/Debug.h"
#include "Dengine/OpenGL.h"
#include "Dengine/Platform.h"
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#define RENDER_BOUNDING_BOX FALSE
typedef struct RenderQuad
{
v4 vertex[4];
} RenderQuad;
INTERNAL inline void flipTexCoord(v4 *texCoords, b32 flipX, b32 flipY)
{
if (flipX)
{
v4 tmp = *texCoords;
texCoords->x = tmp.z;
texCoords->z = tmp.x;
}
if (flipY)
{
v4 tmp = *texCoords;
texCoords->y = tmp.w;
texCoords->w = tmp.y;
}
}
INTERNAL void updateBufferObject(Renderer *const renderer,
RenderQuad *const quads, const i32 numQuads)
{
// TODO(doyle): We assume that vbo and vao are assigned
const i32 numVertexesInQuad = 4;
renderer->numVertexesInVbo = numQuads * numVertexesInQuad;
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
glBufferData(GL_ARRAY_BUFFER, numQuads * sizeof(RenderQuad), quads,
GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
RenderTex renderTex)
{
// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
// vertices v0, v1, v2, then v2, v1, v3 (note the order)
RenderQuad result = {0};
/* Convert screen coordinates to normalised device coordinates */
v4 quadRectNdc = quadRect;
quadRectNdc.e[0] *= renderer->vertexNdcFactor.w;
quadRectNdc.e[1] *= renderer->vertexNdcFactor.h;
quadRectNdc.e[2] *= renderer->vertexNdcFactor.w;
quadRectNdc.e[3] *= renderer->vertexNdcFactor.h;
/* Convert texture coordinates to normalised texture coordinates */
v4 texRectNdc = renderTex.texRect;
if (renderTex.tex)
{
v2 texNdcFactor =
V2(1.0f / renderTex.tex->width, 1.0f / renderTex.tex->height);
texRectNdc.e[0] *= texNdcFactor.w;
texRectNdc.e[1] *= texNdcFactor.h;
texRectNdc.e[2] *= texNdcFactor.w;
texRectNdc.e[3] *= texNdcFactor.h;
}
/* Form the quad */
result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
texRectNdc.y); // Top left
result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
texRectNdc.w); // Bottom left
result.vertex[2] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z,
texRectNdc.y); // Top right
result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z,
texRectNdc.w); // Bottom right
return result;
}
INTERNAL inline RenderQuad
createDefaultTexQuad(Renderer *renderer, RenderTex renderTex)
{
RenderQuad result = {0};
v4 defaultQuad = V4(0.0f, renderer->size.h, renderer->size.w, 0.0f);
result = createTexQuad(renderer, defaultQuad, renderTex);
return result;
}
INTERNAL void renderObject(Renderer *renderer, v2 pos, v2 size, f32 rotate,
v4 color, Texture *tex)
{
mat4 transMatrix = mat4_translate(pos.x, pos.y, 0.0f);
// NOTE(doyle): Rotate from the center of the object, not its' origin (i.e.
// top left)
mat4 rotateMatrix = mat4_translate((size.x * 0.5f), (size.y * 0.5f), 0.0f);
rotateMatrix = mat4_mul(rotateMatrix, mat4_rotate(rotate, 0.0f, 0.0f, 1.0f));
rotateMatrix = mat4_mul(rotateMatrix, mat4_translate((size.x * -0.5f), (size.y * -0.5f), 0.0f));
// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
// TODO(doyle): We should have a notion of hitbox size and texture size
// we're going to render so we can draw textures that may be bigger than the
// entity, (slightly) but keep a consistent bounding box
mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
/* Load transformation matrix */
shader_use(renderer->shader);
shader_uniformSetMat4fv(renderer->shader, "model", model);
glCheckError();
/* Set color modulation value */
shader_uniformSetVec4f(renderer->shader, "spriteColor", color);
/* Send draw calls */
#if RENDER_BOUNDING_BOX
glBindVertexArray(renderer->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
glBindVertexArray(0);
#endif
if (tex)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->id);
shader_uniformSet1i(renderer->shader, "tex", 0);
}
glBindVertexArray(renderer->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
#ifdef DENGINE_DEBUG
debug_callCountIncrement(debugcallcount_drawArrays);
#endif
/* Unbind */
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
glCheckError();
}
void renderer_rect(Renderer *const renderer, v4 cameraBounds, v2 pos, v2 size,
f32 rotate, RenderTex renderTex, v4 color)
{
RenderQuad quad = createDefaultTexQuad(renderer, renderTex);
updateBufferObject(renderer, &quad, 1);
// NOTE(doyle): Get the origin of cameraBounds in world space, bottom left
v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
v2 rectRelativeToCamera = v2_sub(pos, offsetFromCamOrigin);
renderObject(renderer, rectRelativeToCamera, size, rotate, color,
renderTex.tex);
}
void renderer_string(Renderer *const renderer, v4 cameraBounds,
Font *const font, const char *const string, v2 pos,
f32 rotate, v4 color)
{
i32 strLen = common_strlen(string);
// TODO(doyle): Scale, not too important .. but rudimentary infrastructure
// laid out here
f32 scale = 1.0f;
// TODO(doyle): Slightly incorrect string length in pixels calculation,
// because we use the advance metric of each character for length not
// maximum character size in rendering
v2 rightAlignedP =
v2_add(pos, V2(scale *(CAST(f32) font->maxSize.w * CAST(f32) strLen),
scale * CAST(f32) font->maxSize.h));
v2 leftAlignedP = pos;
if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
{
i32 quadIndex = 0;
RenderQuad *stringQuads = PLATFORM_MEM_ALLOC(strLen, RenderQuad);
v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
v2 entityRelativeToCamera = v2_sub(pos, offsetFromCamOrigin);
pos = entityRelativeToCamera;
f32 baseline = pos.y;
for (i32 i = 0; i < strLen; i++)
{
// NOTE(doyle): Atlas packs fonts tightly, so offset the codepoint
// to its actual atlas index, i.e. we skip the first 31 glyphs
i32 codepoint = string[i];
i32 relativeIndex = CAST(i32)(codepoint - font->codepointRange.x);
CharMetrics charMetric = font->charMetrics[relativeIndex];
pos.y = baseline - (scale * charMetric.offset.y);
const v4 charRectOnScreen =
math_getRect(pos, V2(scale * CAST(f32) font->maxSize.w,
scale * CAST(f32) font->maxSize.h));
pos.x += scale * charMetric.advance;
/* Get texture out */
v4 charTexRect = font->atlas->texRect[relativeIndex];
flipTexCoord(&charTexRect, FALSE, TRUE);
RenderTex renderTex = {font->tex, charTexRect};
RenderQuad charQuad =
createTexQuad(renderer, charRectOnScreen, renderTex);
stringQuads[quadIndex++] = charQuad;
}
// NOTE(doyle): We render at the renderer's size because we create quads
// relative to the window size, hence we also render at the origin since
// we're rendering a window sized buffer
updateBufferObject(renderer, stringQuads, quadIndex);
renderObject(renderer, V2(0.0f, 0.0f), renderer->size, rotate, color,
font->tex);
PLATFORM_MEM_FREE(stringQuads, strLen * sizeof(RenderQuad));
}
}
void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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f32 rotate, v4 color)
{
// TODO(doyle): Batch into render groups
// NOTE(doyle): Pos + Size since the origin of an entity is it's bottom left
// corner. Add the two together so that the clipping point is the far right
// side of the entity
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v2 rightAlignedP = v2_add(entity->pos, entity->hitboxSize);
v2 leftAlignedP = entity->pos;
if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
{
EntityAnim *anim = &entity->anim[entity->currAnimId];
v4 animTexRect = anim->rect[anim->currRectIndex];
if (entity->direction == direction_east)
{
// NOTE(doyle): Flip the x coordinates to flip the tex
flipTexCoord(&animTexRect, TRUE, FALSE);
}
RenderTex renderTex = {entity->tex, animTexRect};
RenderQuad entityQuad =
createDefaultTexQuad(renderer, renderTex);
updateBufferObject(renderer, &entityQuad, 1);
v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
v2 entityRelativeToCamera = v2_sub(entity->pos, offsetFromCamOrigin);
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renderObject(renderer, entityRelativeToCamera, entity->renderSize,
rotate, color, entity->tex);
}
}