Dengine/src/Renderer.c
Doyle Thai b1875077b7 Additional debug string rendering infrastructure
Separate notion of rendering a static string, i.e. for debug display that
is absolutely positioned, and rendering of a regular string that moves
with the game camera.
2016-07-12 18:11:31 +10:00

198 lines
7.0 KiB
C

#include "Dengine/Platform.h"
#include "Dengine/OpenGL.h"
#include "Dengine/Renderer.h"
#include "Dengine/Debug.h"
#define RENDER_BOUNDING_BOX FALSE
INTERNAL void updateBufferObject(Renderer *const renderer,
RenderQuad *const quads, const i32 numQuads)
{
// TODO(doyle): We assume that vbo and vao are assigned
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);
}
void renderer_string(Renderer *const renderer, v4 cameraBounds,
Font *const font, const char *const string, v2 pos,
f32 rotate, v4 color)
{
i32 strLen = common_strlen(string);
// TODO(doyle): Slightly incorrect string length in pixels calculation,
// because we use the advance metric of each character for length not
// maximum character size in rendering
v2 rightAlignedP =
v2_add(pos, V2((CAST(f32) font->maxSize.w * CAST(f32) strLen),
CAST(f32) font->maxSize.h));
v2 leftAlignedP = pos;
if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
{
i32 quadIndex = 0;
RenderQuad *stringQuads = PLATFORM_MEM_ALLOC(strLen, RenderQuad);
v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
v2 entityRelativeToCamera = v2_sub(pos, offsetFromCamOrigin);
pos = entityRelativeToCamera;
f32 baseline = pos.y;
for (i32 i = 0; i < strLen; i++)
{
// NOTE(doyle): Atlas packs fonts tightly, so offset the codepoint
// to
// its actual atlas index, i.e. we skip the first 31 glyphs
i32 codepoint = string[i];
i32 relativeIndex = codepoint - font->codepointRange.x;
CharMetrics charMetric = font->charMetrics[relativeIndex];
pos.y = baseline - charMetric.offset.y;
const v4 charRectOnScreen = getRect(
pos, V2(CAST(f32) font->maxSize.w, CAST(f32) font->maxSize.h));
pos.x += charMetric.advance;
/* Get texture out */
v4 charTexRect = font->atlas->texRect[relativeIndex];
renderer_flipTexCoord(&charTexRect, FALSE, TRUE);
RenderQuad charQuad = renderer_createQuad(
renderer, charRectOnScreen, charTexRect, font->tex);
stringQuads[quadIndex++] = charQuad;
}
// NOTE(doyle): We render at the renderer's size because we create quads
// relative to the window size, hence we also render at the origin since
// we're rendering a window sized buffer
updateBufferObject(renderer, stringQuads, quadIndex);
renderer_object(renderer, V2(0.0f, 0.0f), renderer->size, rotate, color,
font->tex);
PLATFORM_MEM_FREE(stringQuads, strLen * sizeof(RenderQuad));
}
}
void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
f32 dt, f32 rotate, v4 color)
{
// TODO(doyle): Batch into render groups
// NOTE(doyle): Pos + Size since the origin of an entity is it's bottom left
// corner. Add the two together so that the clipping point is the far right
// side of the entity
v2 rightAlignedP = v2_add(entity->pos, entity->size);
v2 leftAlignedP = entity->pos;
if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
{
EntityAnim *anim = &entity->anim[entity->currAnimIndex];
v4 texRect = anim->rect[anim->currRectIndex];
anim->currDuration -= dt;
if (anim->currDuration <= 0.0f)
{
anim->currRectIndex++;
anim->currRectIndex = anim->currRectIndex % anim->numRects;
texRect = anim->rect[anim->currRectIndex];
anim->currDuration = anim->duration;
}
if (entity->direction == direction_east)
{
// NOTE(doyle): Flip the x coordinates to flip the tex
renderer_flipTexCoord(&texRect, TRUE, FALSE);
}
RenderQuad entityQuad =
renderer_createDefaultQuad(renderer, texRect, entity->tex);
updateBufferObject(renderer, &entityQuad, 1);
// NOTE(doyle): The camera origin is 0,0 in world positions
v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
v2 entityRelativeToCamera = v2_sub(entity->pos, offsetFromCamOrigin);
renderer_object(renderer, entityRelativeToCamera, entity->size, rotate,
color, entity->tex);
}
}
void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v4 color,
Texture *tex)
{
shader_use(renderer->shader);
mat4 transMatrix = mat4_translate(pos.x, pos.y, 0.0f);
mat4 rotateMatrix = mat4_rotate(rotate, 0.0f, 0.0f, 1.0f);
// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
// TODO(doyle): We should have a notion of hitbox size and texture size
// we're going to render so we can draw textures that may be bigger than the
// entity, (slightly) but keep a consistent bounding box
mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
shader_uniformSetMat4fv(renderer->shader, "model", model);
glCheckError();
shader_uniformSetVec4f(renderer->shader, "spriteColor", color);
#if RENDER_BOUNDING_BOX
glBindVertexArray(renderer->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
glBindVertexArray(0);
#endif
glActiveTexture(GL_TEXTURE0);
if (tex)
{
glBindTexture(GL_TEXTURE_2D, tex->id);
shader_uniformSet1i(renderer->shader, "tex", 0);
}
glBindVertexArray(renderer->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
#ifdef DENGINE_DEBUG
debug_callCountIncrement(debugcallcount_drawArrays);
#endif
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
glCheckError();
}
RenderQuad renderer_createQuad(Renderer *renderer, v4 quadRect, v4 texRect,
Texture *tex)
{
// 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};
v4 quadRectNdc = quadRect;
quadRectNdc.e[0] *= renderer->vertexNdcFactor.w;
quadRectNdc.e[1] *= renderer->vertexNdcFactor.h;
quadRectNdc.e[2] *= renderer->vertexNdcFactor.w;
quadRectNdc.e[3] *= renderer->vertexNdcFactor.h;
v2 texNdcFactor = V2(1.0f / tex->width, 1.0f / tex->height);
v4 texRectNdc = texRect;
texRectNdc.e[0] *= texNdcFactor.w;
texRectNdc.e[1] *= texNdcFactor.h;
texRectNdc.e[2] *= texNdcFactor.w;
texRectNdc.e[3] *= texNdcFactor.h;
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;
}