Batch tiles to single vbo at render pass
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@ -21,6 +21,7 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
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mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
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//mat4 model = mat4_mul(transMatrix, rotateMatrix);
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shader_uniformSetMat4fv(renderer->shader, "model", model);
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glCheckError();
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@ -36,7 +37,7 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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}
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glBindVertexArray(renderer->vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -6,24 +6,15 @@
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//choose to load assets outside of WorldTraveller!
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#include <stdlib.h>
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void updateBufferObject(GLuint vbo, v4 texNDC)
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void updateBufferObject(Renderer *renderer, RenderQuad *quads, i32 numQuads)
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{
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// TODO(doyle): We assume that vbo and vao are assigned
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
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// vertices v0, v1, v2, then v2, v1, v3 (note the order)
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v4 vertices[] = {
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// x y s t
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{0.0f, 1.0f, texNDC.x, texNDC.y}, // Top left
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{0.0f, 0.0f, texNDC.x, texNDC.w}, // Bottom left
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{1.0f, 1.0f, texNDC.z, texNDC.y}, // Top right
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{1.0f, 0.0f, texNDC.z, texNDC.w}, // Bottom right
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// TODO(doyle): glBufferSubData
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
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const i32 numVertexesInQuad = 4;
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renderer->numVertexesInVbo = numQuads * numVertexesInQuad;
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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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GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@ -306,7 +297,12 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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TexAtlas *worldAtlas = asset_getTextureAtlas(world->texType);
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Texture *worldTex = asset_getTexture(world->texType);
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f32 ndcFactor = 1.0f / CAST(f32) worldTex->width;
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f32 texNdcFactor = 1.0f / CAST(f32) worldTex->width;
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RenderQuad worldQuads[ARRAY_COUNT(world->tiles)] = {0};
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i32 quadIndex = 0;
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const v2 vertexNdcFactor = V2(1.0f / state->width, 1.0f / state->height);
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for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++)
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{
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Tile tile = world->tiles[i];
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@ -316,17 +312,30 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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if ((tilePosInPixel.x < state->width && tilePosInPixel.x >= 0) &&
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(tilePosInPixel.y < state->height && tilePosInPixel.y >= 0))
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{
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v4 texNDC =
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v4_scale(worldAtlas->texRect[terraincoords_ground], ndcFactor);
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updateBufferObject(state->renderer.vbo, texNDC);
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renderer_object(&state->renderer, tilePosInPixel, tileSize, 0.0f,
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V3(0, 0, 0), worldTex);
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const v4 tileTexRect = worldAtlas->texRect[terraincoords_ground];
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const v4 texRectNdc = v4_scale(tileTexRect, texNdcFactor);
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const v4 tileRect = getRect(tilePosInPixel, tileSize);
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v4 tileRectNdc = tileRect;
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tileRectNdc.e[0] *= vertexNdcFactor.w;
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tileRectNdc.e[1] *= vertexNdcFactor.h;
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tileRectNdc.e[2] *= vertexNdcFactor.w;
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tileRectNdc.e[3] *= vertexNdcFactor.h;
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RenderQuad tileQuad = renderer_createQuad(tileRectNdc, texRectNdc);
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worldQuads[quadIndex++] = tileQuad;
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}
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}
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v2 screenSize = V2(CAST(f32)state->width, CAST(f32)state->height);
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updateBufferObject(&state->renderer, worldQuads, quadIndex);
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renderer_object(&state->renderer, V2(0.0f, 0.0f), screenSize, 0.0f,
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V3(0, 0, 0), worldTex);
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// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
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Entity *hero = &state->entityList[state->heroIndex];
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ndcFactor = 1.0f / CAST(f32) hero->tex->width;
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texNdcFactor = 1.0f / CAST(f32) hero->tex->width;
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ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
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for (i32 i = 0; i < state->freeEntityIndex; i++)
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@ -344,16 +353,17 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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anim->currDuration = anim->duration;
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}
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v4 texNDC = v4_scale(currFrameRect, ndcFactor);
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v4 texRectNdc = v4_scale(currFrameRect, texNdcFactor);
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if (entity->direction == direction_east)
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{
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// NOTE(doyle): Flip the x coordinates to flip the tex
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v4 tmpNDC = texNDC;
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texNDC.x = tmpNDC.z;
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texNDC.z = tmpNDC.x;
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v4 tmp = texRectNdc;
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texRectNdc.x = tmp.z;
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texRectNdc.z = tmp.x;
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}
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updateBufferObject(state->renderer.vbo, texNDC);
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RenderQuad quad = renderer_createDefaultQuad(texRectNdc);
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updateBufferObject(&state->renderer, &quad, 1);
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renderer_entity(&state->renderer, entity, 0.0f, V3(0, 0, 0));
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}
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@ -39,15 +39,21 @@ typedef struct Entity
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i32 currAnimIndex;
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} Entity;
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INTERNAL inline v4 getEntityScreenRect(Entity entity)
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INTERNAL inline v4 getRect(v2 origin, v2 size)
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{
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v2 entityUpperLeftBound = v2_add(entity.pos, V2(0.0f, entity.size.y));
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v2 entityLowerRightBound = v2_add(entity.pos, V2(entity.size.x, 0.0f));
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v2 upperLeftBound = v2_add(origin, V2(0.0f, size.y));
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v2 lowerRightBound = v2_add(origin, V2(size.x, 0.0f));
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v4 result = V4(entityUpperLeftBound.x, entityUpperLeftBound.y,
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entityLowerRightBound.x, entityLowerRightBound.y);
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v4 result = V4(upperLeftBound.x, upperLeftBound.y, lowerRightBound.x,
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lowerRightBound.y);
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return result;
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}
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INTERNAL inline v4 getEntityScreenRect(Entity entity)
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{
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v4 result = getRect(entity.pos, entity.size);
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return result;
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}
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#endif
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@ -10,12 +10,38 @@ typedef struct Renderer
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Shader *shader;
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GLuint vao;
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GLuint vbo;
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i32 numVertexesInVbo;
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} Renderer;
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typedef struct RenderQuad
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{
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v4 vertex[4];
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} RenderQuad;
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void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate,
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v3 color);
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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Texture *tex);
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INTERNAL inline RenderQuad renderer_createQuad(v4 quadRectNdc, v4 texRectNdc)
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{
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
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// vertices v0, v1, v2, then v2, v1, v3 (note the order)
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RenderQuad result = {0};
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result.vertex[0] = V4(quadRectNdc.x, quadRectNdc.y, texRectNdc.x, texRectNdc.y); // Top left
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result.vertex[1] = V4(quadRectNdc.x, quadRectNdc.w, texRectNdc.x, texRectNdc.w); // Bottom left
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result.vertex[2] = V4(quadRectNdc.z, quadRectNdc.y, texRectNdc.z, texRectNdc.y); // Top right
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result.vertex[3] = V4(quadRectNdc.z, quadRectNdc.w, texRectNdc.z, texRectNdc.w); // Bottom right
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return result;
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}
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INTERNAL inline RenderQuad renderer_createDefaultQuad(v4 texRectNdc)
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{
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RenderQuad result = {0};
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v4 defaultVertices = V4(0.0f, 1.0f, 1.0f, 0.0f);
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result = renderer_createQuad(defaultVertices, texRectNdc);
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return result;
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}
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#endif
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