Batch tiles to single vbo at render pass

This commit is contained in:
Doyle Thai 2016-06-28 02:28:57 +10:00
parent fd3a353fdd
commit f53325cc6a
5 changed files with 76 additions and 33 deletions

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@ -21,6 +21,7 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
//mat4 model = mat4_mul(transMatrix, rotateMatrix);
shader_uniformSetMat4fv(renderer->shader, "model", model);
glCheckError();
@ -36,7 +37,7 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
}
glBindVertexArray(renderer->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);

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@ -6,24 +6,15 @@
//choose to load assets outside of WorldTraveller!
#include <stdlib.h>
void updateBufferObject(GLuint vbo, v4 texNDC)
void updateBufferObject(Renderer *renderer, RenderQuad *quads, i32 numQuads)
{
// TODO(doyle): We assume that vbo and vao are assigned
// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
// vertices v0, v1, v2, then v2, v1, v3 (note the order)
v4 vertices[] = {
// x y s t
{0.0f, 1.0f, texNDC.x, texNDC.y}, // Top left
{0.0f, 0.0f, texNDC.x, texNDC.w}, // Bottom left
{1.0f, 1.0f, texNDC.z, texNDC.y}, // Top right
{1.0f, 0.0f, texNDC.z, texNDC.w}, // Bottom right
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// TODO(doyle): glBufferSubData
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
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);
}
@ -306,7 +297,12 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
TexAtlas *worldAtlas = asset_getTextureAtlas(world->texType);
Texture *worldTex = asset_getTexture(world->texType);
f32 ndcFactor = 1.0f / CAST(f32) worldTex->width;
f32 texNdcFactor = 1.0f / CAST(f32) worldTex->width;
RenderQuad worldQuads[ARRAY_COUNT(world->tiles)] = {0};
i32 quadIndex = 0;
const v2 vertexNdcFactor = V2(1.0f / state->width, 1.0f / state->height);
for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++)
{
Tile tile = world->tiles[i];
@ -316,17 +312,30 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
if ((tilePosInPixel.x < state->width && tilePosInPixel.x >= 0) &&
(tilePosInPixel.y < state->height && tilePosInPixel.y >= 0))
{
v4 texNDC =
v4_scale(worldAtlas->texRect[terraincoords_ground], ndcFactor);
updateBufferObject(state->renderer.vbo, texNDC);
renderer_object(&state->renderer, tilePosInPixel, tileSize, 0.0f,
V3(0, 0, 0), worldTex);
const v4 tileTexRect = worldAtlas->texRect[terraincoords_ground];
const v4 texRectNdc = v4_scale(tileTexRect, texNdcFactor);
const v4 tileRect = getRect(tilePosInPixel, tileSize);
v4 tileRectNdc = tileRect;
tileRectNdc.e[0] *= vertexNdcFactor.w;
tileRectNdc.e[1] *= vertexNdcFactor.h;
tileRectNdc.e[2] *= vertexNdcFactor.w;
tileRectNdc.e[3] *= vertexNdcFactor.h;
RenderQuad tileQuad = renderer_createQuad(tileRectNdc, texRectNdc);
worldQuads[quadIndex++] = tileQuad;
}
}
v2 screenSize = V2(CAST(f32)state->width, CAST(f32)state->height);
updateBufferObject(&state->renderer, worldQuads, quadIndex);
renderer_object(&state->renderer, V2(0.0f, 0.0f), screenSize, 0.0f,
V3(0, 0, 0), worldTex);
// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
Entity *hero = &state->entityList[state->heroIndex];
ndcFactor = 1.0f / CAST(f32) hero->tex->width;
texNdcFactor = 1.0f / CAST(f32) hero->tex->width;
ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
for (i32 i = 0; i < state->freeEntityIndex; i++)
@ -344,16 +353,17 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
anim->currDuration = anim->duration;
}
v4 texNDC = v4_scale(currFrameRect, ndcFactor);
v4 texRectNdc = v4_scale(currFrameRect, texNdcFactor);
if (entity->direction == direction_east)
{
// NOTE(doyle): Flip the x coordinates to flip the tex
v4 tmpNDC = texNDC;
texNDC.x = tmpNDC.z;
texNDC.z = tmpNDC.x;
v4 tmp = texRectNdc;
texRectNdc.x = tmp.z;
texRectNdc.z = tmp.x;
}
updateBufferObject(state->renderer.vbo, texNDC);
RenderQuad quad = renderer_createDefaultQuad(texRectNdc);
updateBufferObject(&state->renderer, &quad, 1);
renderer_entity(&state->renderer, entity, 0.0f, V3(0, 0, 0));
}

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@ -39,15 +39,21 @@ typedef struct Entity
i32 currAnimIndex;
} Entity;
INTERNAL inline v4 getEntityScreenRect(Entity entity)
INTERNAL inline v4 getRect(v2 origin, v2 size)
{
v2 entityUpperLeftBound = v2_add(entity.pos, V2(0.0f, entity.size.y));
v2 entityLowerRightBound = v2_add(entity.pos, V2(entity.size.x, 0.0f));
v2 upperLeftBound = v2_add(origin, V2(0.0f, size.y));
v2 lowerRightBound = v2_add(origin, V2(size.x, 0.0f));
v4 result = V4(entityUpperLeftBound.x, entityUpperLeftBound.y,
entityLowerRightBound.x, entityLowerRightBound.y);
v4 result = V4(upperLeftBound.x, upperLeftBound.y, lowerRightBound.x,
lowerRightBound.y);
return result;
}
INTERNAL inline v4 getEntityScreenRect(Entity entity)
{
v4 result = getRect(entity.pos, entity.size);
return result;
}
#endif

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@ -10,12 +10,38 @@ typedef struct Renderer
Shader *shader;
GLuint vao;
GLuint vbo;
i32 numVertexesInVbo;
} Renderer;
typedef struct RenderQuad
{
v4 vertex[4];
} RenderQuad;
void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate,
v3 color);
void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
Texture *tex);
INTERNAL inline RenderQuad renderer_createQuad(v4 quadRectNdc, v4 texRectNdc)
{
// 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};
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 renderer_createDefaultQuad(v4 texRectNdc)
{
RenderQuad result = {0};
v4 defaultVertices = V4(0.0f, 1.0f, 1.0f, 0.0f);
result = renderer_createQuad(defaultVertices, texRectNdc);
return result;
}
#endif