Add debug rendering, fix misaligned pos render bug

Rendering using a non-default quad specifies normalised coordinates
relative to the frame buffer size. Hence each render of these frames
should origin from (0,0) any other value is invalid.
This commit is contained in:
2016-07-08 02:45:37 +10:00
parent a04c43681d
commit 46629a489a
10 changed files with 210 additions and 111 deletions
+140 -6
View File
@@ -1,10 +1,140 @@
#include "Dengine/Platform.h"
#include "Dengine/OpenGL.h"
#include "Dengine/Renderer.h"
#define RENDER_BOUNDING_BOX FALSE
void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate, v3 color)
DebugRenderer debugRenderer = {0};
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);
}
#if 0
void renderer_backgroundTiles(Renderer *const renderer, const v2 tileSize,
World *const world, TexAtlas *const atlas,
Texture *const tex)
{
RenderQuad worldQuads[ARRAY_COUNT(world->tiles)] = {0};
i32 quadIndex = 0;
for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++)
{
Tile tile = world->tiles[i];
v2 tilePosInPixel = v2_scale(tile.pos, tileSize.x);
if ((tilePosInPixel.x < renderer->size.w && tilePosInPixel.x >= 0) &&
(tilePosInPixel.y < renderer->size.h && tilePosInPixel.y >= 0))
{
const v4 texRect = atlas->texRect[terraincoords_ground];
const v4 tileRect = getRect(tilePosInPixel, tileSize);
RenderQuad tileQuad =
renderer_createQuad(renderer, tileRect, texRect, tex);
worldQuads[quadIndex++] = tileQuad;
}
}
updateBufferObject(renderer, worldQuads, quadIndex);
renderer_object(renderer, V2(0.0f, 0.0f), renderer->size, 0.0f,
V3(0, 0, 0), tex);
}
#endif
void renderer_string(Renderer *const renderer, Font *const font,
const char *const string, v2 pos, f32 rotate,
v3 color)
{
i32 quadIndex = 0;
i32 strLen = common_strlen(string);
RenderQuad *stringQuads = CAST(RenderQuad *)calloc(strLen, sizeof(RenderQuad));
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 = codepoint - font->codepointRange.x;
CharMetrics charMetric = font->charMetrics[relativeIndex];
pos.y = baseline - charMetric.offset.y;
const v4 charRectOnScreen = getRect(
pos, V2(CAST(f32) font->maxSize.w, CAST(f32) font->maxSize.h));
pos.x += charMetric.advance;
/* Get texture out */
v4 charTexRect = font->atlas->texRect[relativeIndex];
renderer_flipTexCoord(&charTexRect, FALSE, TRUE);
RenderQuad charQuad = renderer_createQuad(renderer, charRectOnScreen,
charTexRect, font->tex);
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);
renderer_object(renderer, V2(0.0f, 0.0f), renderer->size, rotate, color,
font->tex);
free(stringQuads);
}
void renderer_debugString(Renderer *const renderer, Font *const font,
const char *const string)
{
/* Intialise debug object */
if (!debugRenderer.init)
{
debugRenderer.stringPos =
V2(0.0f, renderer->size.y -
(1.8f * asset_getVFontSpacing(font->metrics)));
debugRenderer.init = TRUE;
}
f32 rotate = 0;
v3 color = V3(0, 0, 0);
renderer_string(renderer, font, string, debugRenderer.stringPos, rotate,
color);
debugRenderer.stringPos.y -= (0.9f * asset_getVFontSpacing(font->metrics));
}
void renderer_entity(Renderer *renderer, Entity *entity, f32 dt, f32 rotate,
v3 color)
{
SpriteAnim *anim = &entity->anim[entity->currAnimIndex];
v4 texRect = anim->rect[anim->currRectIndex];
anim->currDuration -= dt;
if (anim->currDuration <= 0.0f)
{
anim->currRectIndex++;
anim->currRectIndex = anim->currRectIndex % anim->numRects;
texRect = anim->rect[anim->currRectIndex];
anim->currDuration = anim->duration;
}
if (entity->direction == direction_east)
{
// NOTE(doyle): Flip the x coordinates to flip the tex
renderer_flipTexCoord(&texRect, TRUE, FALSE);
}
RenderQuad entityQuad =
renderer_createDefaultQuad(renderer, texRect, entity->tex);
updateBufferObject(renderer, &entityQuad, 1);
renderer_object(renderer, entity->pos, entity->size, rotate, color,
entity->tex);
}
@@ -67,15 +197,19 @@ RenderQuad renderer_createQuad(Renderer *renderer, v4 quadRect, v4 texRect,
quadRectNdc.e[3] *= renderer->vertexNdcFactor.h;
v2 texNdcFactor = V2(1.0f / tex->width, 1.0f / tex->height);
v4 texRectNdc = texRect;
v4 texRectNdc = texRect;
texRectNdc.e[0] *= texNdcFactor.w;
texRectNdc.e[1] *= texNdcFactor.h;
texRectNdc.e[2] *= texNdcFactor.w;
texRectNdc.e[3] *= texNdcFactor.h;
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
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;
}