Improved render groups, use degenerate triangles
Degenerate triangles allows a single triangle strip call to be called on multiple independent triangles without "connecting" strips inbetween the triangles.
This commit is contained in:
parent
ec7a9e41ff
commit
ebe09bd345
178
src/Renderer.c
178
src/Renderer.c
@ -10,8 +10,8 @@
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#define RENDER_BOUNDING_BOX FALSE
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INTERNAL addToRenderGroup(Renderer *renderer, Texture *texture,
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RenderQuad renderQuad)
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INTERNAL void addToRenderGroup(Renderer *renderer, Texture *texture,
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Vertex *vertexList, i32 numVertexes)
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{
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/* Find vacant/matching render group */
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RenderGroup *targetGroup = NULL;
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@ -20,8 +20,19 @@ INTERNAL addToRenderGroup(Renderer *renderer, Texture *texture,
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RenderGroup *group = &renderer->groups[i];
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if (group->tex == NULL || group->tex->id == texture->id)
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{
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if (!group->tex) group->tex = texture;
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targetGroup = &renderer->groups[i];
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i32 freeVertexSlots = renderer->groupCapacity - group->vertexIndex;
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if (numVertexes < freeVertexSlots)
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{
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if (!group->tex)
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{
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// NOTE(doyle): Mark first vertex as degenerate vertex
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group->vertexIndex++;
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group->tex = texture;
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}
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targetGroup = &renderer->groups[i];
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}
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break;
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}
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}
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@ -29,18 +40,21 @@ INTERNAL addToRenderGroup(Renderer *renderer, Texture *texture,
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/* Valid group, add to the render group for rendering */
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if (targetGroup)
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{
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if (targetGroup->quadIndex < ARRAY_COUNT(targetGroup->quads))
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for (i32 i = 0; i < numVertexes; i++)
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{
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targetGroup->quads[targetGroup->quadIndex++] = renderQuad;
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}
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else
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{
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// TODO(doyle): Log no remaining render quad slots in group
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targetGroup->vertexList[targetGroup->vertexIndex++] = vertexList[i];
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}
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}
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else
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{
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// TODO(doyle): Log no remaining render groups
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DEBUG_LOG(
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"WARNING: All render groups used up, some items will not be "
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"rendered!");
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printf(
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"WARNING: All render groups used up, some items will not be "
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"rendered!\n");
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}
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}
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@ -62,29 +76,42 @@ INTERNAL inline void flipTexCoord(v4 *texCoords, b32 flipX, b32 flipY)
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}
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INTERNAL void updateBufferObject(Renderer *const renderer,
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RenderQuad *const quads, const i32 numQuads)
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const Vertex *const vertexList,
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const i32 numVertex)
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{
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// TODO(doyle): We assume that vbo and vao are assigned
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const i32 numVertexesInQuad = 4;
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renderer->numVertexesInVbo = numQuads * numVertexesInQuad;
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renderer->numVertexesInVbo = numVertex;
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
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glBufferData(GL_ARRAY_BUFFER, numQuads * sizeof(RenderQuad), quads,
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glBufferData(GL_ARRAY_BUFFER, numVertex * sizeof(Vertex), vertexList,
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GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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INTERNAL void bufferRenderGroupToGL(Renderer *renderer, RenderGroup *group)
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{
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updateBufferObject(renderer, group->quads, group->quadIndex);
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updateBufferObject(renderer, group->vertexList, group->vertexIndex);
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}
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INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
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RenderTex renderTex)
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INTERNAL RenderQuad_ createTexQuad(Renderer *renderer, v4 quadRect,
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RenderTex renderTex)
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{
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/*
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* Rendering order
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*
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* 0 2
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* +---+
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* + /+
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* + / +
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* +/ +
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* +---+
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* 1 3
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*
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*/
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// NOTE(doyle): Draws a series of triangles using vertices v0, v1, v2, then
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// v2, v1, v3 (note the order)
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RenderQuad result = {0};
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RenderQuad_ result = {0};
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/* Convert screen coordinates to normalised device coordinates */
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v4 quadRectNdc = quadRect;
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@ -106,21 +133,21 @@ INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
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}
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/* Form the quad */
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result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
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texRectNdc.w); // Top left
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result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
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texRectNdc.y); // Bottom left
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result.vertex[2] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z,
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texRectNdc.w); // Top right
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result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z,
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texRectNdc.y); // Bottom right
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result.vertex[0].e = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x,
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texRectNdc.w); // Top left
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result.vertex[1].e = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x,
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texRectNdc.y); // Bottom left
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result.vertex[2].e = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z,
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texRectNdc.w); // Top right
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result.vertex[3].e = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z,
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texRectNdc.y); // Bottom right
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return result;
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}
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INTERNAL inline RenderQuad
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INTERNAL inline RenderQuad_
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createDefaultTexQuad(Renderer *renderer, RenderTex renderTex)
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{
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RenderQuad result = {0};
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RenderQuad_ result = {0};
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v4 defaultQuad = V4(0.0f, 0.0f, renderer->size.w, renderer->size.h);
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result = createTexQuad(renderer, defaultQuad, renderTex);
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return result;
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@ -193,10 +220,11 @@ RenderTex renderer_createNullRenderTex(AssetManager *const assetManager)
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void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
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v2 pivotPoint, f32 rotate, RenderTex renderTex, v4 color)
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{
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RenderQuad quad = createDefaultTexQuad(renderer, renderTex);
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updateBufferObject(renderer, &quad, 1);
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// TODO(doyle): Use render groups
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v2 posInCameraSpace = v2_sub(pos, camera.pos);
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RenderQuad_ quad = createDefaultTexQuad(renderer, renderTex);
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updateBufferObject(renderer, quad.vertex, ARRAY_COUNT(quad.vertex));
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renderObject(renderer, posInCameraSpace, size, pivotPoint, rotate,
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color, renderTex.tex);
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}
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@ -217,8 +245,21 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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if (math_pointInRect(camera, leftAlignedP) ||
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math_pointInRect(camera, rightAlignedP))
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{
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i32 quadIndex = 0;
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RenderQuad *stringQuads = PLATFORM_MEM_ALLOC(arena, strLen, RenderQuad);
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#define DISABLE_TEXT_RENDER_GROUPS TRUE
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#if RENDERER_USE_RENDER_GROUPS && !DISABLE_TEXT_RENDER_GROUPS
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// NOTE(doyle): 2 degenerate vertexes, at start and end of string since-
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// chars are rendered side by side. Reserve first vertex as degenerate.
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i32 vertexIndex = 1;
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const i32 numVertexPerQuad = 4;
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const i32 numVertexesToAlloc = (strLen * numVertexPerQuad) + 2;
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#else
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i32 vertexIndex = 0;
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const i32 numVertexPerQuad = 4;
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const i32 numVertexesToAlloc = (strLen * numVertexPerQuad);
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#endif
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Vertex *vertexList =
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PLATFORM_MEM_ALLOC(arena, numVertexesToAlloc, Vertex);
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v2 posInCameraSpace = v2_sub(pos, camera.pos);
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@ -250,18 +291,32 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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flipTexCoord(&deprecatedTexRect, FALSE, TRUE);
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RenderTex renderTex = {tex, deprecatedTexRect};
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RenderQuad charQuad =
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RenderQuad_ charQuad =
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createTexQuad(renderer, charRectOnScreen, renderTex);
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stringQuads[quadIndex++] = charQuad;
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for (i32 i = 0; i < ARRAY_COUNT(charQuad.vertex); i++)
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{
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vertexList[vertexIndex++] = charQuad.vertex[i];
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}
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}
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// NOTE(doyle): We render at the renderer's size because we create quads
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// NOTE(doyle): We render at the renderer's size because we create quads
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// relative to the window size, hence we also render at the origin since
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// we're rendering a window sized buffer
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updateBufferObject(renderer, stringQuads, quadIndex);
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// TODO(doyle): Render group differentiate between null tex and colors
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#if RENDERER_USE_RENDER_GROUPS && !DISABLE_TEXT_RENDER_GROUPS
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// NOTE(doyle): Degenerate vertex at end of string
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vertexList[vertexIndex++] = vertexList[vertexIndex - 1];
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addToRenderGroup(renderer, tex, vertexList, numVertexesToAlloc);
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#else
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updateBufferObject(renderer, vertexList, vertexIndex);
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renderObject(renderer, V2(0.0f, 0.0f), renderer->size, pivotPoint,
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rotate, color, tex);
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PLATFORM_MEM_FREE(arena, stringQuads, strLen * sizeof(RenderQuad));
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#endif
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PLATFORM_MEM_FREE(arena, vertexList,
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sizeof(Vertex) * numVertexesToAlloc);
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}
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}
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@ -296,19 +351,49 @@ void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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RenderTex renderTex = {entity->tex, animTexRect};
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#if RENDERER_USE_RENDER_GROUPS
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// TODO(doyle): getRect needs a better name
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v2 posInCameraSpace = v2_sub(entity->pos, camera.pos);
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#if RENDERER_USE_RENDER_GROUPS
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v4 entityVertexOnScreen = math_getRect(posInCameraSpace, entity->size);
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RenderQuad entityQuad =
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RenderQuad_ entityQuad =
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createTexQuad(renderer, entityVertexOnScreen, renderTex);
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addToRenderGroup(renderer, entity->tex, entityQuad);
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/*
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NOTE(doyle): Entity rendering is always done in two pairs of
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triangles, i.e. quad. To batch render quads as a triangle strip, we
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need to create zero-area triangles which OGL will omit from
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rendering. Render groups are initialised with 1 degenerate vertex and
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then the first two vertexes sent to the render group are the same to
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form 1 zero-area triangle strip.
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A degenerate vertex has to be copied from the last vertex in the
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rendering quad, to repeat this process as more entities are
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renderered.
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Alternative implementation is recognising if the rendered
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entity is the first in its render group, then we don't need to init
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a degenerate vertex, and only at the end of its vertex list. But on
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subsequent renders, we need a degenerate vertex at the front to
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create the zero-area triangle strip.
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The first has been chosen for simplicity of code, at the cost of
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2 degenerate vertexes at the start of each render group.
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*/
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Vertex degenerateVertexes[2] = {entityQuad.vertex[0],
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entityQuad.vertex[3]};
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Vertex vertexList[6] = {degenerateVertexes[0], entityQuad.vertex[0],
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entityQuad.vertex[1], entityQuad.vertex[2],
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entityQuad.vertex[3], degenerateVertexes[1]};
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addToRenderGroup(renderer, entity->tex, vertexList,
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ARRAY_COUNT(vertexList));
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#else
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RenderQuad entityQuad = createDefaultTexQuad(renderer, renderTex);
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RenderQuad_ entityQuad = createDefaultTexQuad(renderer, renderTex);
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// TODO(doyle): getRect needs a better name
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updateBufferObject(renderer, &entityQuad, 1);
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v2 posInCameraSpace = v2_sub(entity->pos, camera.pos);
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updateBufferObject(renderer, entityQuad.vertex,
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ARRAY_COUNT(entityQuad.vertex));
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renderObject(renderer, posInCameraSpace,
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entity->size, pivotPoint,
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entity->rotation + rotate, color, entity->tex);
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@ -331,8 +416,9 @@ void renderer_renderGroups(Renderer *renderer)
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renderObject(renderer, V2(0.0f, 0.0f), renderer->size, pivotPoint,
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rotate, color, currGroup->tex);
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RenderGroup clear = {0};
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*currGroup = clear;
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RenderGroup cleanGroup = {0};
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cleanGroup.vertexList = currGroup->vertexList;
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*currGroup = cleanGroup;
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}
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}
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}
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@ -88,7 +88,7 @@ INTERNAL void rendererInit(GameState *state, v2 windowSize)
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/* Configure VAO */
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const GLuint numVertexElements = 4;
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const GLuint vertexSize = sizeof(v4);
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const GLuint vertexSize = sizeof(Vertex);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)0);
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@ -99,6 +99,14 @@ INTERNAL void rendererInit(GameState *state, v2 windowSize)
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glBindVertexArray(0);
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GL_CHECK_ERROR();
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// TODO(doyle): Lazy allocate render group capacity
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renderer->groupCapacity = 1024;
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for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++)
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{
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renderer->groups[i].vertexList =
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PLATFORM_MEM_ALLOC(&state->arena, renderer->groupCapacity, Vertex);
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}
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#ifdef DENGINE_DEBUG
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DEBUG_LOG("Renderer initialised");
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#endif
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@ -1673,7 +1681,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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}
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if (getKeyStatus(&keys[keycode_left_square_bracket],
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readkeytype_delayedRepeat, 0.25f, dt))
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readkeytype_delayedRepeat, 0.0f, dt))
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{
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Renderer *renderer = &state->renderer;
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@ -12,13 +12,22 @@ typedef struct MemoryArena MemoryArena;
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typedef struct Shader Shader;
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typedef struct Texture Texture;
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typedef union Vertex
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{
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struct
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{
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v2 pos;
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v2 texCoords;
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};
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v4 e;
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} Vertex;
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typedef struct RenderQuad
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{
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// Vertex composition
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// x, y: Coordinates - of entity on screen
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// z, w: Texture Coords - of texture for this quad
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v4 vertex[4];
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} RenderQuad;
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Vertex vertex[4];
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} RenderQuad_;
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typedef struct RenderTex
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{
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@ -30,8 +39,9 @@ typedef struct RenderTex
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typedef struct RenderGroup
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{
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Texture *tex;
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RenderQuad quads[100];
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i32 quadIndex;
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Vertex *vertexList;
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i32 vertexIndex;
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} RenderGroup;
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typedef struct Renderer
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@ -43,7 +53,8 @@ typedef struct Renderer
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v2 vertexNdcFactor;
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v2 size;
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RenderGroup groups[100];
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RenderGroup groups[16];
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i32 groupCapacity;
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} Renderer;
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#define RENDERER_USE_RENDER_GROUPS TRUE
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