Batch tiles to single vbo at render pass

This commit is contained in:
2016-06-28 02:28:57 +10:00
parent fd3a353fdd
commit f53325cc6a
5 changed files with 76 additions and 33 deletions
+11 -5
View File
@@ -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
+26
View File
@@ -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