Entity rendering now uses rectangle rendering code

This commit is contained in:
Doyle Thai 2016-09-22 19:00:44 +10:00
parent 23720fae19
commit 88ce511f2b
1 changed files with 13 additions and 57 deletions

View File

@ -219,9 +219,10 @@ RenderTex renderer_createNullRenderTex(AssetManager *const assetManager)
void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
v2 pivotPoint, f32 rotate, RenderTex renderTex, v4 color)
{
// TODO(doyle): Use render groups
v2 posInCameraSpace = v2_sub(pos, camera.pos);
#if RENDERER_USE_RENDER_GROUPS
// TODO(doyle): getRect needs a better name
v4 entityVertexOnScreen = math_getRect(posInCameraSpace, size);
RenderQuad_ entityQuad =
createTexQuad(renderer, entityVertexOnScreen, renderTex);
@ -284,8 +285,7 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
i32 vertexIndex = 0;
const i32 numVertexPerQuad = 4;
#define DISABLE_TEXT_RENDER_GROUPS FALSE
#if RENDERER_USE_RENDER_GROUPS && !DISABLE_TEXT_RENDER_GROUPS
#if RENDERER_USE_RENDER_GROUPS
const i32 numVertexesToAlloc = (strLen * (numVertexPerQuad + 2));
#else
const i32 numVertexesToAlloc = (strLen * numVertexPerQuad);
@ -312,17 +312,17 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
pos.x += charMetric.advance;
/* Get texture out */
SubTexture charTexRect =
SubTexture charSubTexture =
asset_getAtlasSubTex(font->atlas, &CAST(char)codepoint);
v4 deprecatedTexRect = {0};
deprecatedTexRect.vec2[0] = charTexRect.rect.pos;
deprecatedTexRect.vec2[1] =
v2_add(charTexRect.rect.pos, charTexRect.rect.size);
v4 charTexRect = {0};
charTexRect.vec2[0] = charSubTexture.rect.pos;
charTexRect.vec2[1] =
v2_add(charSubTexture.rect.pos, charSubTexture.rect.size);
flipTexCoord(&deprecatedTexRect, FALSE, TRUE);
flipTexCoord(&charTexRect, FALSE, TRUE);
RenderTex renderTex = {tex, deprecatedTexRect};
RenderTex renderTex = {tex, charTexRect};
RenderQuad_ charQuad =
createTexQuad(renderer, charRectOnScreen, renderTex);
@ -385,53 +385,9 @@ void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
RenderTex renderTex = {entity->tex, animTexRect};
// TODO(doyle): getRect needs a better name
v2 posInCameraSpace = v2_sub(entity->pos, camera.pos);
#if RENDERER_USE_RENDER_GROUPS
v4 entityVertexOnScreen = math_getRect(posInCameraSpace, entity->size);
RenderQuad_ entityQuad =
createTexQuad(renderer, entityVertexOnScreen, renderTex);
/*
NOTE(doyle): Entity rendering is always done in two pairs of
triangles, i.e. quad since we render sprites. To batch render quads
as a triangle strip, we need to create zero-area triangles which OGL
will omit from rendering. Render groups are initialised with
1 degenerate vertex and then the first two vertexes sent to the
render group are the same to form 1 zero-area triangle strip.
A degenerate vertex has to be copied from the last vertex in the
rendering quad, to repeat this process as more entities are
renderered.
Alternative implementation is recognising if the rendered
entity is the first in its render group, then we don't need to init
a degenerate vertex, and only at the end of its vertex list. But on
subsequent renders, we need a degenerate vertex at the front to
create the zero-area triangle strip.
The first has been chosen for simplicity of code, at the cost of
2 degenerate vertexes at the start of each render group.
*/
Vertex degenerateVertexes[2] = {entityQuad.vertex[0],
entityQuad.vertex[3]};
Vertex vertexList[6] = {degenerateVertexes[0], entityQuad.vertex[0],
entityQuad.vertex[1], entityQuad.vertex[2],
entityQuad.vertex[3], degenerateVertexes[1]};
addToRenderGroup(renderer, entity->tex, vertexList,
ARRAY_COUNT(vertexList));
#else
RenderQuad_ entityQuad = createDefaultTexQuad(renderer, renderTex);
// TODO(doyle): getRect needs a better name
updateBufferObject(renderer, entityQuad.vertex,
ARRAY_COUNT(entityQuad.vertex));
renderObject(renderer, posInCameraSpace,
entity->size, pivotPoint,
entity->rotation + rotate, color, entity->tex);
#endif
// TODO(doyle): Rotation is lost since rotation transformations aren't stored into vertex data when put into render group
renderer_rect(renderer, camera, entity->pos, entity->size, pivotPoint,
entity->rotation + rotate, renderTex, color);
}
}